Using OpenSim: Notes from the Rezzable Private Grid Alpha (PGA) test

Like many core SL users, the OpenSpace fiasco inspired us to look around seriously at alternatives to relying solely upon Linden Lab. The OpenSim software, which is open source and free, seemed worthy of review as we could reuse our existing SL inventory and we hear that IBM and Microsoft are starting to contribute code and actually using the software somehow.

We have been testing the OpenSim software on our own very own Rezzable Private Grid Alpha (not associated with any other opengrid) for the last 2 months or so and I wanted to share some notes about what we have find out. Big thanks to the OpenSim code gurus Stefan and Darren over at Tribal Media who supported us on this test and are currently continuing to maintain our Private Grid with us.

My first impression is that the OpenSim software works a lot better than we had expected. From a user experience it is sorta feels like using SL about 1.5 years ago when sculpties first came out. Remember what a blank sim looks like? Only a few friends on your friends list?

Prims look the same as in SL--even the sculpties. Of course we were using the latest SL Viewer to access our Private Grid, so it should look exactly the same (but nonetheless I was happy to see that it in fact does look identical). You can move around quickly enough. Scripts work. Mini-map works. Chat & IM work. Windlight works even.


Created with Admarket's flickrSLiDR.
Above: images taken at the Rezzable Private Grid Alpha (PGA). Got some of your own shots pls add to our flickr group and tag "pga" http://www.flickr.com/groups/rezzable/

Inventory -- start all over again!

There is nothing/hardly anything in your inventory of course, which is both a drag and liberating (did I really need 20,000 items anyway?). You can import textures though. We used the Second Inventory product to pull stuff off our SL areas/avatar inventories. Which is quite a tedious process, but gets the job done. We moved most of the Greenies Home over in 5 mandays. We have since moved tons of merchandise items. All are identical to SL versions, including complex sculpties, large prim sets (yeah, some madcow stuff made it over). Once you get the inventory inworld it stays with the avatar. You cannot give folders though which is a total pain. Second Inventory btw, will let you upload folders from SL, but OpenSim will not create them when objects are moved--yeah, big mess of stuff called "object" :0.

We put out a bunch of stuff for visitors and people made their own stuff as well.

Sim Loading -- 10 is np, more? maybe up to 20, but far from SL's 50-60

In terms of sim loading, it seems like you can get 10-20 avatars on 256mx256m region before it gets all lagged-out. There is a fairly major rezzing issue when groups of avatars hit a sim at the same time. Something about the way OpenSim handles queing to the user sessions is not that efficient. I would guess that this is an area where SL actually has some very smart software--Phil was of course a streaming technology expert. OpenSim is full of grey goo and the prims rezz in a completely different way and much slower. There are many issues with attached prims not being visible or not being able to detach them. But once they are all rezzed, actually the performance is quite zippy--cachow even.

Interesting to note, you can configure a region to any size you want--it does not have to be 256mx256m (which is some randomly Linden inside joke anyway). And you can load sims from the database as you like--which means you can manage your servers to manage your regions. It is not hard to imagine how you can implement dynamic regions and on-demand regions--which is berry, berry xciting oooooooooo shiver me timbers.

CPU and bandwidth didn't get red-lined during tests. See server specs below. Actually looks like we didn't need such a strong CPU, but would have benefitted from more RAM. Probably the more RAM the better. Our guesstimate is that you can run 12-16 regions on a 4x2 machine with lots o'RAM. But really sims can be managed even better. Bigger issue is bandwidth to support number of concurrent users. We will need to do more testing on this, but guessing again that 200-250 users can comfortable share 10mps (as long as they all don't show up all at once)

Building--works good enuff

For building, OpenSim is about same as SL. You can use megaprims. There are a bunch of bugs though relating to linking and saving prims. Some of the bugs have to do with the SL viewer trying to do stuff that is not possible off-SL. There is also a caching bug where sometimes things in your inventory are not visible until you clear cache and then relog.

If you do have an idea to make stuff in OpenSim and then bring it over to SL it should work fine. But, watch if you use megaprims that are not in SL as that will break and be a mess.

DRM -- weak

Big, bad surprise was on Digital Rights Management (DRM). DRM is very weak and seems like OpenSim community is not too interested on this topic. It is hard to understand how any Grid using OpenSim is actually working to protect prim DRM in the way that OpenSim works now. We fixed several DRM slipping/reverting issues in order to even be able to test the software (so that will hit the core OpenSim software soon). There is no concept of Groups in OpenSim, so sharing prims is also a big problem. There were a lot of DRM bugs in SL about 1.5 years ago also--like being able to pull out scripts. I think though, that SL has been very good at implementing DRM to protect prims--although not always in the most easy to use way for content creators.

Our test objectives and initial conclusions:

Objective Results
Avatar/User Experience vs SL looks the same, a little jerky on movements, rezzes slower, crashes more, inventory reliable although there is a cache bug which doesn't show new inventory sometimes
Sim Loading 10-20 avatars possible atm, seems like this can be improved. Sims rezz in random way and this needs to be improved
Link to website session launcher works good enuff and this is very useful feature. Opportunity to build more website code to enhance user management/experience
Server/Network Resources cheaper than SL sims (much, much) and you have control over resources and bandwidth
Reuse SL Assets possible using Second Inventory, although tedious. Actually SL makes this more difficult (duh) as you cannot take your inventory off SL Grid without using a third party tool.
Scripting / web integration works more or less like SL. (we are doing more testing on this to understand issues). But--there is massively better chance to make server side code and like to web systems. LSL seems over-stretched so this is a big plus.
Physics is weak, but it is also possible to add other physics engines that would/could be a lot better, no vehicles atm
Roadmap no roadmap (like SL), but at least there is visibility on bugs, fixes and patches on the opensim.org site
Media playing music is fine, web page on a prim not implemented as it creates instability. .mov's play but crash viewer like in SL sessions
Voice, Currency, Land Sales, Parcel Management out of scope and not implemented, but there are potentially many solutions some open source even.

Feature Gaps/Variance (in no particular order):

Feature OpenSim SL
Avatar Creation Works works
TPs works--issues with attachements works
Sim Crossings unreliable, use map works
Scripting LSL works, also big opportunities to use real code on server and direct database access  works
Web-site session launcher Triabal implemented an application for us that works (not with IE even though it is .net!) Nope
Map, mini-map works works
Appearance settings works works
Currency not implemented (although you have $L1,000 in the viewer) $L
DRM weak, but we fixed some parts of it (surprised at how bad it was) strong
Groups no, but can control using roles from website db 25 limit
Friends works, but directory doesn't work so hard to find people  
Estate Management works, but model is simple and different to SL works, but could be a lot better
Giving Stuff works, but no folders and no confirm or approvals  
Linking/Unlinking Prim Sets unreliable and causes crashes  
     

Rezzable PGA Server Set-up

  • Grid Services: Dual Core 2 CPU, 4GB RAM, 10mps, Windows 2003 STD, 2x 500 GB stata hd
  • Simulators: Quad Core 2 CPU, 4GB RAM, 10mps, Windows 2003 STD, 2x 500 GB stata hd

Probably we should bump the RAM on these machines until we see the bandwidth consistantly peak (or the CPU).

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Comments

Well Done

I like your post, it is very objective and useful.

I would like to make a suggestion that Rezzable consider putting up a sim on OSGrid and enable search and add search terms like "Rezzable" into search. The region could have prims that describe Rezzable and even a HyperGrid link if you wish.

That way, folks on OSGrid can more easily find Rezzable as our OpenSim part of the Metaverse builds out with various grids and standalones.

In fact, I make this suggestion to all standalones and grids.

What does OSGrid get out of this? Well, we continue to be a nexus for OpenSim activity and folks can use OSGrid to find other standalones and grids as 2009 evolves.

Charles Krinke

OpenSim Core Developer & Director of OSGrid

Charles--sounds like a good

Charles--sounds like a good idea. We will take a look at that and try to do something. Thanks!

Great Start

"it does not have to be 256mx256m (which is some randomly Linden inside joke anyway)."

I would sure love to know how you came to that conclusion?
Those of us working on a sailing environment would love to be able to create a Super Sized boating region for events :)

There are a few points you can test, as I have;

re performance; if you take the latest Intel i7 quad processor with 4 gb and a 43 Mbps backbone and just give it one region to serve, it is capable of huge Av and asset loads. Granted LL can do the same but unless a major event is promoted by them I doubt it ever would be used.

That leads me to the single major difference in the experience.  You have so much more control over your 3D world to suit the purpose maybe only you desire. Without modification of the base OpenSim code you can tailor so many elements that a users sees from the currency people receive  to the scripting engine and physics they use. And on and on.. so best find out where you are and what they are running..

 

(^ about weak DRms..

(^ tiz true.  digital rites  are gonna have a massive time  lag in terms of  suing  folk for liking  your work well enough to emulate.

(^ therefore.  might be  use filled to tinker with other cashflo venues.

(^ things harder to pull off  without  massive manual labor

(^ like toy manufacturing .

 hard copy  booklets.

(^ live performance  places that happen to have rezzables content on walls..

(^ in an era where many many ppl share thier inner voice openly  and by godness willingly almost beggingly,

(^ the finnancial end  gets.. well..  complicated.

(^ I recall the fall of AD&D as magic the gathering  wiped out role playing

(^ and now that surge of  folk wanting to  pretend   is on the uprize once mre.

(^ so the question for me as a researcher into brain activity is ..

(^ when anolog broadcasting  goes dark in the usa..

 where will folk turn  to share  all their old  memories of a bygone era?

(^ and is there a way to profit  from  giving  free access to  communications systems?

(^ extrinsic backwash often trunkates intrinsic reasonings.

:ends rant for 2day (^--- prosser

 

 

Solving some of the weaknesses of OpenSim

In thinking about the weaknesses described such as DRM, groups, economy amongst others, as an OpenSim core developer I can say that I am "pro" all these things. Currently OpenSim is at version 0.6.1 which loosely means it is about 60% feature complete.

As an open source project, we depend heavily on patch contributions from the community. That is the basic method by which we leverage the time and passion of the core developers. So, I would like to encourage C# patches for features that are lacking. I have personally applied most of the community supplied patches to OpenSim, so I can tell you that a patch will get a serious discussion and not ignored.

So, lets move forward on DRM, groups, economy and other items. There is at least one "zealot" in the OpenSim core developer group that wishes to encourage some of these things that other, perhaps more vocal folks have down played.

Charles Krinke

Nice feedback

Hi RightAsRain, glad to see that you're enjoying OpenSim.  Just for information, giving whole inventory folders is on it's way - this is implemented in OpenSim trunk but may not yet have made it into your version (though I'm not sure how well giving in general works in grid situations right now).  Confirm and approvals are also implemented in the latest code, as are fixes for linksets.

You're right about rezzing speed - at the moment we just chuck everything at the viewer pretty randomly.  Optimization here may involve some math calculations so that you tend to get objects nearer you first.

There are also fixes for the DRM in OpenSim in the latest code (though we prefer to call these permissions).  However, I'm sure you've still uncovered some things which aren't yet fixed, so I look forward to seeing the patches (or the code direct if Darren or Stefan are integrating it).  I think permissions was neglected a bit in the past, but I wouldn't say that this is the case any longer.  Some of the neglect may have stemmed from an acknowledgement that such controls aren't really very effective, but I can still see their value in the existing single grid situations.

The 256 x 256 limit

I don't believe that this is changeable at the moment - there are too many things hardcoded into the Linden Labs viewer.  Hardcoding around 256 has probably also built up within OpenSim itself, so this would have to be resolved too.

@justin--on the rezzing

@justin--on the rezzing optimization, actually we would really prefer to have more control from the content side. I think the nearer concept is very simplistic and the visitors would benefit significantly if the content creators could prioritize the prims that get sent to the viewer. So we might actually want to rezz the walls and work our way in and then rezz close details in a sim like Greenies. We might even want to have content rezzing delays or more properties about how things are rezzed (ie alpha up, glow for a few secs etc).

We are hoping to implement the new stable release next week so looking forward to new features/fixes!

On the region sizes, i think it is first just an conceptual relief that size doesn't matter ;p . But also the main point is about server resources being optimized rather than little region boxes. In fact my observation is that you can have tons of regions on a sim and it only really matters how many people, doing what. So again, a new way of looking at virtual space.

@ Bri-- the opensim software

@ Bri-- the opensim software in concept allows you to configure your server to handle regions as you want. We have not messed with this yet, but it seems possible to change region sizes--but then there will be issues especially if you make it bigger. We were more interested actually in making it smaller. Nonetheless, I really wonder if anything needed any kind of physics more than avs walking around is really ever gonna work that well in opensim or SL. I think maybe physics stuff is always gonna be a zillion times better on a console with multiplayer mode. Some maybe turtle racing is better than sailing?

@RightAsRain--on the rezzing

That's an interesting idea about the rezzing RightAsRain.  However, it does strike me as rather fiddly - one would need to manually assign priorities to prims - perhaps this is something content creators are quite happy to do.  Also, unless the whole sim was the build, one might need to determine if an avatar is in a specific building or location.

One could always do this as a modular experiment.  Off the top of my head, on the OpenSim side we would need to make the code that determines which objects are sent to the viewer replaceable in some way, and then one would need to work out some mechanism for storing rendering proorities with objects.

@ Justin--typically we design

@ Justin--typically we design a full siim and have a main starting point, so we want to present the entire sim from one area. We are touching all the prims anyway as we build the content, so adding some type of rezzing priority isn't a big deal (plus we could also manage this from the database side).

But probably there is more of a hybrid approach needed as well, so a main rezzing concept based upon proximity and then a way to prioritize prims/link sets around that (could be either sooner or in fact later).  Perhaps this would be a good balance to allow an automated process, but also give the content creators the chance to present the sim as part of a designed user experience. So if we could have a prim property on the link sets that went from -10 to 10 then we could set that and control the rezzing in a more fine tuned manner. 0 would be the main rezzing algorithm.

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