Second Life

Julian Lombardi: Second Life’s Technical Problems “Inevitable”

Writing by Green Guy on Tuesday, 13 of March , 2007 at 1:16 am

Second Life not Scalable?

LomboImage stolen from Lombardi’s blog.
Julian Lombardi, one of the six original architects of Croquet and executive director of the Croquet Consortium AND the original designer of ViOS (Visual internet Operating System) has posted a rather sobering assessment of the scalability prospects for Second Life. Lombardi observes that ViOS went though similar scalability problems back in the day. His description sounds scarily like the current situation in SL:

Our strategy back at ViOS, Inc. was to simply re-tune the system and put up more servers as the loads increased - hoping for the best. That approach would work well for Intranet applications that serviced relatively small numbers of clients. It even worked well for ViOS’ initial user base of around 15,000 unique users. Problem was that once we had several thousand simultaneous Viosians tooling about in the landscape, they began to overload our interactivity servers, resulting in performance problems and service interruptions.

The prospects for Second Life?

Second Life … has a very similar technical architecture to that of ViOS - a vintage twentieth century client-server architecture with with single points of failure, inertia, and control. It’s been interesting to watch Linden Lab’s struggle with the inevitable technical problems faced by Second Life as a result of its recent popularity, constrained architecture, and non-scaling technical approach.

Yeah, it’s been interesting all right. Damned fascinating.

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