On 20th March 2013 InWorldz users took part in a load test after 12pm SLT on InWorldz Desert Island where almost half the grid attended in just one region. Apparently 117 avatars were all in the region during the crash test according to Tranquillity Dexler which is an amazing achievement I think. When it reached 117 avatars there was a code bug that took down the region. So I guess more work is needed to cope with more avatars in future load tests on InWorldz.
Best snapshot taken was by Arkady Arkright shown below…
The aim of the load test was to find out how many avatars the sim could put up with on InWorldz Desert Island before it started to cause problems. This load test was very exciting to be part in and i’m sure more records will be set for InWorldz very soon.
Historical stats of load tests on InWorldz:
- 50 avatars on 7th December 2010
- 67 avatars on 22nd April 2011
- 100 avatars on 20th March 2013
- 117 avatars on 20th March 2013
6 thoughts on “117 avatars during load test on InWorldz Desert Island”
The most amazing part I witnessed was they were not just avatars, they were all wearing attachement, scripted objects, using dance machines,trampolines, etc….truly an event to behold.
It’s very cool and great fun to take in grid test events.
Thanks for covering this Daniel! I can’t wait to test again with that bug fixed. I think we’ll see over 100 avatars walking around and things working a-ok!
The picture Arkady took is with volume rendering turned off so you can see everyone (that’s why there are no objects showing). It’s really long so it doesn’t quite fit on the page but you can see most of it by right clicking the picture and choosing to open in new window.
Thanks Tranquillity. 😀
That test went very well for a while until it uncovered a bug which caused parts of the region server code to lock up. If you had any problems with the server not responding, that’s why, it was probably being debugged at the time, or being restarted.
While that but was already fixed in our next update, which was applied to IDI right away, there was a second similar new bug in the new draw distance object culling code that hasn’t been deployed yet. So that too caused the region to lock up. We’ve already fixed that one as well, so looking forward to more load tests.
I’ve also recently managed to get an automated load test running on my standalone InWorldz test server. I had 100 avatars plus myself logged in last night. Great fun. The viewer (running on the same machine) was actually using about twice as much CPU as the server, so there would seem to be plenty of room for scalability and many more avatars, once we continue to remove any remaining bottlenecks. I’ve increased the avatar limit on my test server so that I can try a test with 250 avatars next. 😉
Thanks for the update, Jim. 🙂