Scalability in Second Life

Scalability and stability in Second Life are huge issues.  Why can we not get more people on at one time?  And while many promises have been made over the last few years in in virtually every infrastructure-related announcement from Linden Lab, many of my clients and friends indicate that they’re finding the progress to be to slow and in some cases, a little-to-late.

For me, I do see some progress and am willing to give the Linden Lab another 6 months.  As mentioned in Massively:

That is not to say that there haven’t been some improvements in these areas. On Sunday, 14 September Second Life user-concurrency rose to 69,754 (and notably without an associated infrastructure collapse). That’s an overall increase of 17,859 in one year. If that trend continues, Second Life will have eclipsed the popularity of Everquest at its height, in a little more than a year.

And while these numbers from a mass audience adoption are no where near what they need to be, at least there is progress.  Hell, I remember days when there was only 1000 people on line.

I can attest that my head counts per sim have almost doubled in the last 12 months which is very good.  Now if we could just break through the 100K mark before the end of the year that would be progress.  But until we get that type of performance, I am having a hard time “selling” Second Life to customers.

About Guy Banana Schilling

Lost in various realities since birth, Banana currently resides on the planet earth on the left coast of California. Professionally he has held many jobs. Currently he is the Chief Metaverse Wonk and Virtual World Evangelist for Meta Magic Studio. Personally he is a long time member of the Hash House Harriers.
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