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	<title>Comments on: Knowledge Base Article of the Week #5: Getting the Most Frames for Your Seconds</title>
	<atom:link href="http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/</link>
	<description>By Linden Lab</description>
	<pubDate>Thu, 08 Jan 2009 04:57:03 +0000</pubDate>
	<generator>http://wordpress.org/?v=MU</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
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		<item>
		<title>By: O_Owhats this</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531023</link>
		<dc:creator>O_Owhats this</dc:creator>
		<pubDate>Thu, 22 Nov 2007 17:49:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531023</guid>
		<description>[22 Nov. 9:20AM PST ]We are going to kick the residents who are currently on the affected inventory server in order to swap it with the back up.

wth does that mean does it mean my invantory geting wiped if it is i'll be so angery cause i play I am Legand : survival and i have got a few light bulbs and stuff</description>
		<content:encoded><![CDATA[<p>[22 Nov. 9:20AM PST ]We are going to kick the residents who are currently on the affected inventory server in order to swap it with the back up.</p>
<p>wth does that mean does it mean my invantory geting wiped if it is i&#8217;ll be so angery cause i play I am Legand : survival and i have got a few light bulbs and stuff</p>
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		<title>By: Aru Krasey</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531022</link>
		<dc:creator>Aru Krasey</dc:creator>
		<pubDate>Thu, 22 Nov 2007 17:48:56 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531022</guid>
		<description>Great, sl was running for half of today for me and now it just crashed on me again....

I so have to hold on to myself not to insult you LL amateurs a way you could sue me for.

Get a grip, bloody hell</description>
		<content:encoded><![CDATA[<p>Great, sl was running for half of today for me and now it just crashed on me again&#8230;.</p>
<p>I so have to hold on to myself not to insult you LL amateurs a way you could sue me for.</p>
<p>Get a grip, bloody hell</p>
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		<title>By: Blinders Off</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531021</link>
		<dc:creator>Blinders Off</dc:creator>
		<pubDate>Thu, 22 Nov 2007 17:45:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531021</guid>
		<description>@144 Zig Zag.  Hiya Zig.  Decent post... not sure I agree with it, but that's aside.  I think first person shooters are efficient because they have their graphics honed, not because they're cutting corners on resolution.  Prime example is Unreal, which will give you as much graphics detail as your card can handle.  I found that out when I switched from a 5500 to 6600 graphics card (and then later to a 7900 and 8800).  The game presented things I had never seen before, because it recognized my graphics card could handle it.  

I agree with you that improving SL isn't going to be easy.  But I think it would be more efficient if LL would stop concentrating on eye candy and start focusing on serious bugs that have been around for years (myself, I think it inexcusable that group chat has been messed up for so long.  How long does it take a competent programmer to get chat to work right?)  And if they can't get chat to work right, is it all that surprising that more complex things are messed up?

As for the "underlying issues" of big prim use, I keep hearing a lot of claims from a lot of people, without one bit of data to support it.  I've even read posts from Cory himself... posts that were totally unconvincing.  It all comes down to the point that it is just as easy to draw a 20m prim as it is a 2m prim.  And the fact that LL doesn't allow it stems back to an old, arbitrary, knee-jerk decision to remove big prims because they can be used by griefers.  Like that stopped the griefers.  The smart move would have been to give sim owners to tools to detect big prim abuse and eliminate them.  So many "solutions" on SL seem to be stop-gap measures that really don't do the job.  I've often referred to such as "halfway solutions".  

A prime example is LL's continued insistance on using static databases instead of dynamic.  There is no logical computer-oriented reason to limit people to 25 groups.  But they did.  There's no logical reason to limit group roles to 10.  It's the easy, lazy-man's way of programming (it's a lot easier to program static databases instead of dynamic ones), but it doesn't serve the community well.  Too many such things exist in SL.  "Halfway solutions".  That mentality is why the board isn't running so spiffy.  Too many "easy" solutions, too many cut corners.

I agree with you that prim limits are essential.  But telling people that they need to reduce prims in order to reduce lag is absurd.  The prim limit to a sim is 15,000.  So long as people stay within that limit, there should be no problem.  Can't blame lag on the fact that clients are actually using their prim limit.   If the servers were running right, I would bet dimes to donuts that prim limit could even be raised and still work just fine.

Regarding networking, yup, I agree with your statements there.  But something I have found odd:  apparently SL updates at 30 times per second.  I have always questioned that.  Do they really believe that it is necessary to update the client 30 times per second in order to achieve what they need to achieve?  I would be they could update 15 times per second, using "smooth flow" graphics technonogy (a program that fills in the "gaps" just as our human brain does at the movies), and SL would work just fine.  That would MAJORLY cut down on lag.  I wonder if LL has thought of that, and tried it to see if it works?

Far as online shooters "hiding the lag"... maybe.  Dunno though, when I play Unreal against my friend, he seems to be able to peg me pretty well.  And the monsters pretty much drop when I shoot 'em.  And while I wonder how my opponent seems to dodge all my bullets, I have to admit it's probably due to my lousy aim rather than lag. ;)

Here's something of note that a fellow tech pointed out to me:  when I log on to SL, the memory usage on my system starts out at about 200 megs.   But then, the usage starts climbing.  Slowly, but steadily.  It climbs even when I'm doing nothing, in an unpopulated sim.  When it hits about 550 megs, things start lagging like a fiend.

Know what that is?  That is memory leak, pure and simple.  He pointed that out, I recognized it immediately.  SL has memory leakage.  I have heard rumors of that for a long time, but this was the first actual evidence I'd seen of such.  The longer one is on SL, the more RAM the system uses, until it's so bloated it chokes.  That's just poor programming.

So bottom line, while I understand that people love SL (hey, I enjoy it myself, WHEN I can use it. LOL)... too many people allow themselves to be deluded by LL into thinking that lag is primarily the customer's fault.  It's too many textures, or the wrong kind of texures, or too many prims, or too many scripts, blah blah blah.  

No, it's programming problems, stacking sims on a single server box and forcing them to share resources, poor database management, poor asset servers, memory leakage, etc.  People are paying PORCHE prices for SL, and receiving VOLKSWAGEN BUG performance (apparently emphasis on the BUG). (sorry, couldn't resist. LOL).  At $1,650 to "set up" a server, and $295 a month tier fee, each sim should have its own dedicated dual-core server, if not quad-core.  And most certainly we should see major bugs fixed NOW, not remaining on the system for months and even years.  That group chat bug should have been fixed months ago.   

SL is fun, and forgive me for being blunt, but at these prices, there is no excuse for such shoddy customer support.  Since 95% of the people who have ever tried SL no longer log on, I'd say LL should have a major clue that their grand experiement is failing.</description>
		<content:encoded><![CDATA[<p>@144 Zig Zag.  Hiya Zig.  Decent post&#8230; not sure I agree with it, but that&#8217;s aside.  I think first person shooters are efficient because they have their graphics honed, not because they&#8217;re cutting corners on resolution.  Prime example is Unreal, which will give you as much graphics detail as your card can handle.  I found that out when I switched from a 5500 to 6600 graphics card (and then later to a 7900 and 8800).  The game presented things I had never seen before, because it recognized my graphics card could handle it.  </p>
<p>I agree with you that improving SL isn&#8217;t going to be easy.  But I think it would be more efficient if LL would stop concentrating on eye candy and start focusing on serious bugs that have been around for years (myself, I think it inexcusable that group chat has been messed up for so long.  How long does it take a competent programmer to get chat to work right?)  And if they can&#8217;t get chat to work right, is it all that surprising that more complex things are messed up?</p>
<p>As for the &#8220;underlying issues&#8221; of big prim use, I keep hearing a lot of claims from a lot of people, without one bit of data to support it.  I&#8217;ve even read posts from Cory himself&#8230; posts that were totally unconvincing.  It all comes down to the point that it is just as easy to draw a 20m prim as it is a 2m prim.  And the fact that LL doesn&#8217;t allow it stems back to an old, arbitrary, knee-jerk decision to remove big prims because they can be used by griefers.  Like that stopped the griefers.  The smart move would have been to give sim owners to tools to detect big prim abuse and eliminate them.  So many &#8220;solutions&#8221; on SL seem to be stop-gap measures that really don&#8217;t do the job.  I&#8217;ve often referred to such as &#8220;halfway solutions&#8221;.  </p>
<p>A prime example is LL&#8217;s continued insistance on using static databases instead of dynamic.  There is no logical computer-oriented reason to limit people to 25 groups.  But they did.  There&#8217;s no logical reason to limit group roles to 10.  It&#8217;s the easy, lazy-man&#8217;s way of programming (it&#8217;s a lot easier to program static databases instead of dynamic ones), but it doesn&#8217;t serve the community well.  Too many such things exist in SL.  &#8220;Halfway solutions&#8221;.  That mentality is why the board isn&#8217;t running so spiffy.  Too many &#8220;easy&#8221; solutions, too many cut corners.</p>
<p>I agree with you that prim limits are essential.  But telling people that they need to reduce prims in order to reduce lag is absurd.  The prim limit to a sim is 15,000.  So long as people stay within that limit, there should be no problem.  Can&#8217;t blame lag on the fact that clients are actually using their prim limit.   If the servers were running right, I would bet dimes to donuts that prim limit could even be raised and still work just fine.</p>
<p>Regarding networking, yup, I agree with your statements there.  But something I have found odd:  apparently SL updates at 30 times per second.  I have always questioned that.  Do they really believe that it is necessary to update the client 30 times per second in order to achieve what they need to achieve?  I would be they could update 15 times per second, using &#8220;smooth flow&#8221; graphics technonogy (a program that fills in the &#8220;gaps&#8221; just as our human brain does at the movies), and SL would work just fine.  That would MAJORLY cut down on lag.  I wonder if LL has thought of that, and tried it to see if it works?</p>
<p>Far as online shooters &#8220;hiding the lag&#8221;&#8230; maybe.  Dunno though, when I play Unreal against my friend, he seems to be able to peg me pretty well.  And the monsters pretty much drop when I shoot &#8216;em.  And while I wonder how my opponent seems to dodge all my bullets, I have to admit it&#8217;s probably due to my lousy aim rather than lag. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Here&#8217;s something of note that a fellow tech pointed out to me:  when I log on to SL, the memory usage on my system starts out at about 200 megs.   But then, the usage starts climbing.  Slowly, but steadily.  It climbs even when I&#8217;m doing nothing, in an unpopulated sim.  When it hits about 550 megs, things start lagging like a fiend.</p>
<p>Know what that is?  That is memory leak, pure and simple.  He pointed that out, I recognized it immediately.  SL has memory leakage.  I have heard rumors of that for a long time, but this was the first actual evidence I&#8217;d seen of such.  The longer one is on SL, the more RAM the system uses, until it&#8217;s so bloated it chokes.  That&#8217;s just poor programming.</p>
<p>So bottom line, while I understand that people love SL (hey, I enjoy it myself, WHEN I can use it. LOL)&#8230; too many people allow themselves to be deluded by LL into thinking that lag is primarily the customer&#8217;s fault.  It&#8217;s too many textures, or the wrong kind of texures, or too many prims, or too many scripts, blah blah blah.  </p>
<p>No, it&#8217;s programming problems, stacking sims on a single server box and forcing them to share resources, poor database management, poor asset servers, memory leakage, etc.  People are paying PORCHE prices for SL, and receiving VOLKSWAGEN BUG performance (apparently emphasis on the BUG). (sorry, couldn&#8217;t resist. LOL).  At $1,650 to &#8220;set up&#8221; a server, and $295 a month tier fee, each sim should have its own dedicated dual-core server, if not quad-core.  And most certainly we should see major bugs fixed NOW, not remaining on the system for months and even years.  That group chat bug should have been fixed months ago.   </p>
<p>SL is fun, and forgive me for being blunt, but at these prices, there is no excuse for such shoddy customer support.  Since 95% of the people who have ever tried SL no longer log on, I&#8217;d say LL should have a major clue that their grand experiement is failing.</p>
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		<title>By: Cat Gisel</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531019</link>
		<dc:creator>Cat Gisel</dc:creator>
		<pubDate>Thu, 22 Nov 2007 17:28:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531019</guid>
		<description>Happy Holidays everyone anyway.  I guess I get lots of frames when I watch a movie (in the case that I can't log in), huh?  

hehe</description>
		<content:encoded><![CDATA[<p>Happy Holidays everyone anyway.  I guess I get lots of frames when I watch a movie (in the case that I can&#8217;t log in), huh?  </p>
<p>hehe</p>
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		<title>By: KellyM Watkins</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531013</link>
		<dc:creator>KellyM Watkins</dc:creator>
		<pubDate>Thu, 22 Nov 2007 17:11:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-531013</guid>
		<description>@135 My gfx card has nothing to do with what I was saying oO I was merely pointing out the Main Grid has got worse since Windlight has returned.

My HUD's keep detaching everytime I log off...or more commonly CRASH..take it this has something to do with the poor performance of SL this last week... Please Please LL sort out these problems before everyone has enough and goes back to 1st Life ;)</description>
		<content:encoded><![CDATA[<p>@135 My gfx card has nothing to do with what I was saying oO I was merely pointing out the Main Grid has got worse since Windlight has returned.</p>
<p>My HUD&#8217;s keep detaching everytime I log off&#8230;or more commonly CRASH..take it this has something to do with the poor performance of SL this last week&#8230; Please Please LL sort out these problems before everyone has enough and goes back to 1st Life <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Extremely annoyed</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-530966</link>
		<dc:creator>Extremely annoyed</dc:creator>
		<pubDate>Thu, 22 Nov 2007 15:22:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-530966</guid>
		<description>Our mission is: “To connect everyone to an online world that improves the human condition.”

Nice idea. Care to explain to me how come, if this is your mission, you are wasting time with Windlight, which has NOTHING to do with this, but letting people like me be trapped OFFLINE for over a day??? Why the last week has been plagued with continual login issues, TP issues, money issues?

Your mission sounds great. Time you started paying attention to it.</description>
		<content:encoded><![CDATA[<p>Our mission is: “To connect everyone to an online world that improves the human condition.”</p>
<p>Nice idea. Care to explain to me how come, if this is your mission, you are wasting time with Windlight, which has NOTHING to do with this, but letting people like me be trapped OFFLINE for over a day??? Why the last week has been plagued with continual login issues, TP issues, money issues?</p>
<p>Your mission sounds great. Time you started paying attention to it.</p>
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		<title>By: ZigZag Freenote</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-530094</link>
		<dc:creator>ZigZag Freenote</dc:creator>
		<pubDate>Thu, 22 Nov 2007 00:54:45 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-530094</guid>
		<description>@78 Blinders Off

A shooter game draws 64x64 textures to 512x512 areas, SL draws 512x512 textures to 64x64 areas. And lots of them, to fill the screen. Can't compare that.

And it's not all cached. At least at default cache size and a texture rich sim. Room for improvement? Definitely. Easy? Not. Add the disk fragmentation issues to it and you've got a handful.

And there sure are things to update. You need to receive every gesture and every sound anybody makes. SL is very detailed. Maybe too detailed for this infrastructure. But that's another topic. Just don't say nothing is updated. Don't blame flexies, they're client side and pretty benign.

The big prim issue is a bit fishy. Ideally, you're right, but your argumentation does not account for all possible underlying issues.

Prim count limit cannot be avoided. If you'd pay for a web server, you'd be limited by size, wouldn't you? Limiting the total amount of textures would be a better measure, but harder to manage. So it's prims. And you have to hold back the vendors somehow. It's the same on the web. Webmasters will beef up their sites as long as they can see it load on their superfast development machine hooked up directly to the site. while users get sluggish performance. Is it their connection or did the vendor overdo it?

OK, FPS good, sim @ 0.99, so what is it? That leaves the network. I think the textures are the big problem. Maybe they should be cached more efficiently, maybe loaded in a more efficient order, maybe throttled better. Avatar updates probably suffer when textures hog the bandwidth.

One more thing. I think online shooters are good at hiding the lag. You feel like you're moving without lag, but bullets miss. Easy when the game simply doesn't care if players are not where they think they are. Well, might blame SL for having true collisions. The question is, will Havoc 4 improve that or is ping latency the bad guy here.

Anyway, it could be that the LL network infrastructure hasn't kept up lately. They probably know it and are working on it. Wouldn't surprise me, they're good at keeping secrets. Even though they seem to have opened up a little lately...</description>
		<content:encoded><![CDATA[<p>@78 Blinders Off</p>
<p>A shooter game draws 64&#215;64 textures to 512&#215;512 areas, SL draws 512&#215;512 textures to 64&#215;64 areas. And lots of them, to fill the screen. Can&#8217;t compare that.</p>
<p>And it&#8217;s not all cached. At least at default cache size and a texture rich sim. Room for improvement? Definitely. Easy? Not. Add the disk fragmentation issues to it and you&#8217;ve got a handful.</p>
<p>And there sure are things to update. You need to receive every gesture and every sound anybody makes. SL is very detailed. Maybe too detailed for this infrastructure. But that&#8217;s another topic. Just don&#8217;t say nothing is updated. Don&#8217;t blame flexies, they&#8217;re client side and pretty benign.</p>
<p>The big prim issue is a bit fishy. Ideally, you&#8217;re right, but your argumentation does not account for all possible underlying issues.</p>
<p>Prim count limit cannot be avoided. If you&#8217;d pay for a web server, you&#8217;d be limited by size, wouldn&#8217;t you? Limiting the total amount of textures would be a better measure, but harder to manage. So it&#8217;s prims. And you have to hold back the vendors somehow. It&#8217;s the same on the web. Webmasters will beef up their sites as long as they can see it load on their superfast development machine hooked up directly to the site. while users get sluggish performance. Is it their connection or did the vendor overdo it?</p>
<p>OK, FPS good, sim @ 0.99, so what is it? That leaves the network. I think the textures are the big problem. Maybe they should be cached more efficiently, maybe loaded in a more efficient order, maybe throttled better. Avatar updates probably suffer when textures hog the bandwidth.</p>
<p>One more thing. I think online shooters are good at hiding the lag. You feel like you&#8217;re moving without lag, but bullets miss. Easy when the game simply doesn&#8217;t care if players are not where they think they are. Well, might blame SL for having true collisions. The question is, will Havoc 4 improve that or is ping latency the bad guy here.</p>
<p>Anyway, it could be that the LL network infrastructure hasn&#8217;t kept up lately. They probably know it and are working on it. Wouldn&#8217;t surprise me, they&#8217;re good at keeping secrets. Even though they seem to have opened up a little lately&#8230;</p>
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		<title>By: SL Player™</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-529971</link>
		<dc:creator>SL Player™</dc:creator>
		<pubDate>Wed, 21 Nov 2007 23:45:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-529971</guid>
		<description>Thank you for your CONTINUED patience!? My patience ran out long ago. My truck gets washed regularly now. I keep my yard maintained. I do a lot of things around the house I use to put off in my first life. Now I'll log in a couple times a month. After while you out grow this "menagerie" anyway and learn to appreciate the real life AGAIN.</description>
		<content:encoded><![CDATA[<p>Thank you for your CONTINUED patience!? My patience ran out long ago. My truck gets washed regularly now. I keep my yard maintained. I do a lot of things around the house I use to put off in my first life. Now I&#8217;ll log in a couple times a month. After while you out grow this &#8220;menagerie&#8221; anyway and learn to appreciate the real life AGAIN.</p>
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		<title>By: Sean Heying</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-529963</link>
		<dc:creator>Sean Heying</dc:creator>
		<pubDate>Wed, 21 Nov 2007 23:33:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-529963</guid>
		<description>/me winks "Keep up the great work Lindens"

OK,OK The truth... you were doing ok, but once more you have caused this outcry by turning off blog comments.

It would be best to make a policy saying every single blog entry should be comment enabled and that the Linden posting said entry must read the darned thing.</description>
		<content:encoded><![CDATA[<p>/me winks &#8220;Keep up the great work Lindens&#8221;</p>
<p>OK,OK The truth&#8230; you were doing ok, but once more you have caused this outcry by turning off blog comments.</p>
<p>It would be best to make a policy saying every single blog entry should be comment enabled and that the Linden posting said entry must read the darned thing.</p>
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		<title>By: Ann Otoole</title>
		<link>http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-529962</link>
		<dc:creator>Ann Otoole</dc:creator>
		<pubDate>Wed, 21 Nov 2007 23:26:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/11/20/knowledge-base-article-of-the-week-5-getting-the-most-frames-for-your-seconds/#comment-529962</guid>
		<description>scheduling downtime for a grid that is inoperable. sweet.</description>
		<content:encoded><![CDATA[<p>scheduling downtime for a grid that is inoperable. sweet.</p>
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