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	<title>Comments on: Second Life 100,000 simultaneous user ceiling approaching</title>
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	<link>http://www.vtoreality.com/2007/second-life-100000-simultaneous-user-ceiling/739/</link>
	<description>VTOR - Virtual TO Reality, featuring Second Life</description>
	<pubDate>Thu, 20 Nov 2008 21:34:22 +0000</pubDate>
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		<title>By: Salome Strangelove</title>
		<link>http://www.vtoreality.com/2007/second-life-100000-simultaneous-user-ceiling/739/comment-page-1/#comment-1741</link>
		<dc:creator>Salome Strangelove</dc:creator>
		<pubDate>Fri, 23 Mar 2007 10:45:28 +0000</pubDate>
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		<description>It always seems to me like LL is playing prevent defense before they've scored. Worry about tens of thousands of users after you can deliver service to a mere thirty thousand. I'm all for planning for the future, but could we maybe fix a few things before we get there? SL is crashing and acting strangely every day and, trust me, plenty of people are noticing the hiccups - especially business owners who an inundated with the side effects of those hiccups. Vendors are acting strangely, SIMs are crashing all the time, people's inventory items are disappearing - the list is endless. Yes, computers are finite, as is the time you can devote for programming resources and the fact is that many of us would prefer to see a lot more programming focused now on fixing what's regularly breaking down rather than the millions of future users that don't exist yet and will not exist for a practical amount of time.</description>
		<content:encoded><![CDATA[<p>It always seems to me like LL is playing prevent defense before they&#8217;ve scored. Worry about tens of thousands of users after you can deliver service to a mere thirty thousand. I&#8217;m all for planning for the future, but could we maybe fix a few things before we get there? SL is crashing and acting strangely every day and, trust me, plenty of people are noticing the hiccups - especially business owners who an inundated with the side effects of those hiccups. Vendors are acting strangely, SIMs are crashing all the time, people&#8217;s inventory items are disappearing - the list is endless. Yes, computers are finite, as is the time you can devote for programming resources and the fact is that many of us would prefer to see a lot more programming focused now on fixing what&#8217;s regularly breaking down rather than the millions of future users that don&#8217;t exist yet and will not exist for a practical amount of time.</p>
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		<title>By: TD Goodliffe</title>
		<link>http://www.vtoreality.com/2007/second-life-100000-simultaneous-user-ceiling/739/comment-page-1/#comment-980</link>
		<dc:creator>TD Goodliffe</dc:creator>
		<pubDate>Tue, 13 Mar 2007 19:51:48 +0000</pubDate>
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		<description>Of course, Crissa, but that's what Phillip should have been saying a year ago. Only now does this come up, somewhat conveniently or inconveniently depending on one's perspective, when it's clear that SL is buckling under the load.</description>
		<content:encoded><![CDATA[<p>Of course, Crissa, but that&#8217;s what Phillip should have been saying a year ago. Only now does this come up, somewhat conveniently or inconveniently depending on one&#8217;s perspective, when it&#8217;s clear that SL is buckling under the load.</p>
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		<title>By: Crissa</title>
		<link>http://www.vtoreality.com/2007/second-life-100000-simultaneous-user-ceiling/739/comment-page-1/#comment-978</link>
		<dc:creator>Crissa</dc:creator>
		<pubDate>Tue, 13 Mar 2007 19:31:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.vtoreality.com/2007/second-life-100000-simultaneous-user-ceiling/739/#comment-978</guid>
		<description>There's always a ceiling, even if you don't know about it.  Computers are finite beings.

SL - or any persistent, interactive world - will have problems with holding persistent connections to people more than something that has connection times measured in miliseconds.  The more data and persistency you have (a moving avatar and streaming data is really the highest point right now) the less users total you will be able to manage.

But they're switching (as we speak it's been rolled out in stages) to more and more data not going down the persistent connections but down http fetches and such.

Of course, for every 'my event crashed!' there is, there were another hundred, or thousand, users who didn't even notice a hiccup.</description>
		<content:encoded><![CDATA[<p>There&#8217;s always a ceiling, even if you don&#8217;t know about it.  Computers are finite beings.</p>
<p>SL - or any persistent, interactive world - will have problems with holding persistent connections to people more than something that has connection times measured in miliseconds.  The more data and persistency you have (a moving avatar and streaming data is really the highest point right now) the less users total you will be able to manage.</p>
<p>But they&#8217;re switching (as we speak it&#8217;s been rolled out in stages) to more and more data not going down the persistent connections but down http fetches and such.</p>
<p>Of course, for every &#8216;my event crashed!&#8217; there is, there were another hundred, or thousand, users who didn&#8217;t even notice a hiccup.</p>
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