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 10 avatars, 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 objectsNote: The object generator will not allow itself to be activated more often than every 10 seconds. The effect is that it responds to the first TestClient avatar it hears and ignores the rest.
The 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 10 times of that measured during the single avatar version of this workload, Objects03.
Note: The bandwidth and CPU utilization toward the end of this test is inconsistent with the results of a single avatar and should be repeated and analyzed again.