This workload explores the scaling of the number of scripted objects with periodic updates in a scene and their affect on platform metrics including CPU and network utilization.
The scene is a blank flat square region with an object generator in the middle. Each time the command is given, the generator creates 400 objects. The objects are stationary, non-physical, unscripted, and do not contain any textures.
The TestClient connects a single avatar, waits 60 seconds and then repeats the following steps until 20,000 static objects have been created.
more noupdates causing the object generator to create 400 objectsThe spikes in CPU and TX Bandwidth during the object creation phase is apparent. As more objects are present in the scene and the simulator gets more loaded, the network traffic is spread out over more time, reducing the peak bandwidth. It's also likely that the simulator cannot keep up with the network processing and is reducing the number of client updates per second from 5 down to 1. The SimStats data will confirm if this is the case.
Note: The bandwith usage during the first several thousand objects created is, as expected, approximately 1/10 of that measured during the 10 avatar version of this workload, Objects04.