Tess Juel wrote: ↑Sun Mar 14, 2021 8:21 pm
A rezzer script is a rezzer script no matter what you call it and if a sim has problems handling a rez box with a complete region build, it will have exactly the same problem with RezMela working on that scale.
There are plenty of other solutions though. The trick is to spread out the rezzing a bit, do a little bit at a time, and I can think of several ways to do that.
Just to confirm what Dot has said, that RezMela has no issues with loading scenes of this kind of scale. And key to this is dividing the objects to be rezzed into "module" containers, each rezzing copies of objects independently under central control.
As you say, trying to do it in one burst is asking for trouble, and these (and other) operations are handled with a variety of throttling methods to achieve the fastest results without overwhelming OpenSim's rather arcane design. Bear in mind, of course, that RezMela does a LOT more than just rez scenes - that's really just a side-effect of its core functionality - and there is no problem at all with loading hundreds of objects, repositioning them around the region, communicating with them, sending and receiving data between objects, retexturing, and so on, all very rapidly.
In order to achieve this kind of performance, we've had to address a number of issues (and Ilan and Oren have been extremely helpful with improving Kitely's OpenSim to allow this to happen). For example, the balance between event queue size and event timeouts requires careful management, especially if - for whatever external reason - the sim is already heavily loaded. And core to this is fault tolerance and resilience, but that's a whole subject in itself.