setup is able to maintain a frame rate of 55 up until 25
avatars. The XEN domU and KVM setups are able
to maintain a frame rate of 55 until 20 avatars. The
Virtual Box setup is only able to maintain a rate of 53
frames with 5 avatars. The frame time for different
virtualized setups is shown in Figure 5(b). The y-axis
shows the time taken to do each from in milliseconds.
The non-virtualized setup has the least steep curve,
followed by the XEN dom0 setup, then the KVM
setup, followed by the XEN domU setup and last the
Virtual Box setup. The KVM and XEN domU setups
should be usable with 20 avatars and may be usable
with more.
These measurements establish that virtual worlds
can run well in a Cloud environment, but the num-
ber of concurrent users that can be supported is half
that can be supported on the same hardware in a non-
virtualized environment.
6 CONCLUSIONS
This paper has looked at evaluation of virtual worlds.
The effect of the load on an OpenSim server caused
by human control of avatars has been observed and
bots have been created to produce the same level of
load on the server. Different metrics have been in-
vestigated, including frame rate and frame time. As
the number of users increases frame rate drops, while
frame time grows. The frame rate is limited to a max-
imum value so does not vary until the load on the
server is high.
The test frame work was run with OpenSim run-
ning in virtualized environments using the same ver-
sion of Linux as the non virtualized version. The XEN
and KVM virtualized environments produce similar
results. They are able to produce a frame rate of 55
FPS with 20 or less avatars.
Further experiments are needed to find the best
settings for virtualizing virtual worlds and studying
their impact on performance. Part of the Cloud com-
puting promise is that it enables users to dynamically
grow their resources in accordance with demand. This
is enabled in part by the use of virtual machines. Now
that we have a measure of the “hit” taken by virtu-
alizing a virtual world server we can move on to the
next stage of developing policies for the management
of virtual worlds in the Cloud.
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