Unmetered Regions for $40 / Month. (Much Less for Bigger Worlds!)

We’re proud to announce today the most significant update to Kitely since our launch: we now offer unlimited-access worlds for a fixed monthly price!

Since Kitely was founded, our focus has been on providing virtual worlds on a pay-per-usage basis. This type of billing works great in many cases, but many people still prefer to pay a fixed monthly price for unlimited use of a world. Starting today we support both of these options.

Two Ways to Pay For Worlds

We now offer two ways to pay for your virtual worlds:

  • Fixed Monthly Price – pay a fixed monthly price, and then everyone can visit your world for free.
  • Time-Based Billing – instead of a fixed monthly price, pay only for the time spent inside your virtual world.

Until now we offered only Time-Based Billing. We continue to offer this type of billing, so if you are an existing user then you can continue using your account just as before. However, you can now also choose to pay a fixed monthly price for your worlds. This option is configurable on a per-world basis.


Thanks to our unique cloud-based solution we are able to offer the best price for hosting high-performance OpenSim-based virtual worlds! The price for hosting a world depends on the size of the world (the number of regions):

Number of RegionsPricePrice Per Region
1 Region$40 / month$40 / month
4 Regions$60 / month$15 / month
9 Regions$80 / month$8.89 / month
16 Regions$100 / month$6.25 / month

Our virtual worlds run on powerful multi-core, 7.5 GB servers, and each world can support up to 100,000 prims and 100 concurrent users. This means that our 1-Region worlds, which cost $40 / month, are both cheaper and more powerful than equivalent private islands on other grids, which cost up to $75 / month. And if you decide to host larger worlds then the price becomes ridiculously low, costing as little as $6.25 per region for a 16-region world. Remember that these are not regions running on overcrowded or underpowered servers: each of our cloud-based servers hosts between 1 and 4 worlds, depending on the amount of users in the worlds. This means that if your world has enough users inside it then it will get its own dedicated server at no extra cost!

We’re able to offer such low prices because our virtual worlds are only active when someone is visiting them. When the worlds have no visitors they are taken offline, at which point they cost us almost nothing. When someone tries to enter the world it is brought back online.

In addition to being free to visit, fixed monthly price worlds also include unlimited free import and export of OAR files (OpenSim Archive), and they don’t count against the number of Free Regions in your plan.

Creating Worlds with Unlimited Free Access

The Create World and Manage World dialogs now have a new checkbox, where you can enable or disable Unlimited Free Access for the world:

Disconnecting Idle Visitors

For some time now, we’ve been offering a feature that automatically disconnects visitors that have been inactive for a long time (30 minutes). This feature was enabled by default, because it helps protect you from running out of Minutes if you forget to exit a world when you leave your computer. This feature is also important for Unlimited Free Access worlds, because our low prices depend on the fact that sometimes worlds become empty and can be deactivated. If people can “camp” in a world then it will never become empty. We’ve therefore decided to remove the ability to disable this feature in order to add the fixed monthly price option.

  • I am very impressed by the progress Kitely is making in customizing to suit the needs of the end-users. I think unmetered regions with unlimited-access for a fixed monthly price is an excellent decision and one I will definitely be interested in once a secure Hypergrid is enabled.

  • James OReilly

    Please return my 694 Kitely Credits that were purchased via Credit Card – You see them in History but not in My Worlds.

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  • nice! this is a possible contender to our server setup!

  • subquark

    This seems like a strong offering. Am I to understand that “powerful multi-core, 7.5 GB servers” means a 16 region grid would have access to 7.5 GB of RAM?

    Are you able to specify how many cores are at a 16 region’s disposal?

    This inquiry is so that I may compare my current configuration with yours.

    We run 30,000 prims with 500 scripts (scripts are predominantly sit and rotation scripts with a handful of particle scripts for smoke and snow) and this takes about 3.6 GB of RAM (total RAM including Windows Server 2008 R2 which is almost 1 GB of that total) and 10% of our Q9400’s 4 cores with 10 people online.

    Of course, our server must also do inventory and accounts.

    I assume accounts are on a separate server as is inventory?

    If so, your offering is very strong. I look forward to your answers and also want to thank you for the code you contribute to OpenSimulator.

    • Hi subquark,

      As stated, we place between 1 and 4 sims, each running a single world, on each of our world servers. The number fluctuates depending on user concurrency in those worlds. If your world’s user concurrency remains high a sufficient amount of time then the sim hosting it will get the entire Large Amazon EC2 instance all to itself.

      Those types of servers are multi-core, run 64bit Linux (which requires a lot less than 1 GB of RAM) and have 7.5GB of memory (you can read more about them on Amazon’s site). They host the sim(s) containing the world(s) and some additional services, while the grid services are located on our control servers and the assets themselves are stored in Amazon’s S3 cloud storage (with multiple cache levels on our other servers).

      This means that a lot of the load that your existing dedicated server needs to deal with is distributed to other servers when you use our solution. In addition, our Advanced Megaregions are up to 5 times more CPU efficient than standard OpenSim megaregions, thus leaving more free CPU cycles for what actually happens inworld (they are also significantly more efficient in RAM usage).

      It is worth noting is that the viewers people use can have a very big effect on your server load. Specifically, using v3 viewers will allow using HTTP textures instead of UDP-based delivery, thus enabling your sim to offload texture delivery to our Apache servers instead of delivering them to viewers directly (this is part of Kitely’s cloud-based asset service optimizations). v1 viewers, unfortunately, don’t properly support HTTP redirection which prevents this optimization from working thus forcing the sim to handle texture transfer via UDP, which creates a big drain on both RAM and CPU.

      • subquark

        Great explanation! Thank you Ilan, I suspected that you had efficiencies similar to that of Second Life (in that you have dedicated servers for various services).

        As a side-by-side comparison, it is inevitable that your architecture is superior in performance to a one server deployment – is that a fair assumption to make?

        As a customer, my desire would be to both have a better and more economical solution. It sounds like that is definitely the case in this discussion.

        The blunt question being: will Kitely serve up the same virtual world better than a single Q9400, 8 GB RAM server with 5,000 GB bandwidth?

        PS – You also probably realise that Ener will take your comment about architecture and turn it into a blog post! 🙂

        • Hi subquark,

          I love it when Ener blogs about Kitely, so the more the better 🙂

          I think it’s safe to say that, all other things being equal, our architecture is superior in performance to a one server deployment.

          Assuming you don’t intentionally abuse your sim, you don’t have a bandwidth limitation on Kitely so the 5,000 GB number is irrelevant. A world that runs on your described 8 GB setup should run just fine on our 7.5 GB setup that distributes many memory-consuming services to other servers. A Q9400 has a more powerful CPU than a Large Amazon EC2 instance but with our architecture the sim running your world is sharing a server which needs to handle a lot less services and is using various CPU-saving optimizations that are not available on the OpenSim version you are currently using. I therefore think you will get better performance on Kitely, especially if you make sure all your users are using v3 viewers.

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  • Weeeeeeeeeeeeeeeeeyeah ;-p

    Sorry I am unable to contribute something more thoughtful and dignified to this announcement and discussion but my virtual world tingles took over so, eh.

    Weeeeeeeeeeeeeeeeeyeah!! is still a vote of approval though!

  • Slightly off topic but you could see far better performance if you used GPU based processing, and not CPU processing.

    • Hi CandleForex, are you referring to viewer performance or to something else?

      • Hi LLan, thanks for replying.

        I was referring to viewer performance as well as server performance.

        (1) If your viewer was complied for OPENcl support that used the GPU for rendering (with an offload to the CPU for overload etc), then people with dedicated graphics cards would see a big performance difference. (I am not talking about the very obvious difference seen when a dedicated graphics card is used).

        Why OPENcl: OPENCL for compatibility with AMD and NVIDIA cores, VS just CUDA for NVIDIA core support.

        (2) If you complied the software (or added the relevant libraries) that runs on your own servers to support OPENCL, and obviously have at least 2 dedicated AMD or NVIDIA GPU’s, you would also be able to have more “worlds” on the same server without affecting performance. That increases your ROI as well as lowering server running costs.

        Ideally both (1) and (2) could be done.

        • Hi CandleForex,

          Kitely rents servers on an hourly basis from Amazon Web Services. The cost of renting a server that has high-powered GPUs is much higher than the cost of renting a server with a high-powered CPU. OpenSim also requires a lot of memory to run so the benefits that could be had with reducing the CPU load would be limited by how much memory the servers have to support those additional OpenSim instances. As a result, the total cost per OpenSim instance that we could actually run would be higher with the solution you proposed, at least with the current AWS server pricing.

          • Oh ok, yeah if you are renting AWS servers the cost would be very high.
            I was under the impression that Kitely physically owned their servers.
            If that was the case..we it wouldnt be too expensive to test it out.
            As for the memory, yeah I agree on that.
            Anyway I am already finding that we like Kitely. We use Second Life (and still do), but are fed up of the lag and other technical issues.
            Our designers are having a field day building things. It keeps them busy 🙂

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