George, maybe I'm ignorant... but why would you CARE if they were cached until
after they log in? That's the point of a CACHE, otherwise just make a 100 MB
RAM Drive and load it ALL into memory...
I think that the argument for compression could go both ways, but I think it
really depends on the system you are using. If it's a dual-processor P300
running NT (or Unix equivalent system) then yeah, compression should improve
performance some (but would you notice on that system?) If it's a 486 running
Windows 95 - I doubt the processor could keep up under the load. A good
SCSI HD make the point sort of moot, so why waste time programming it when
$250 would do the same job? My time's worth more than that. I could spend
more time ranting on this list, for instance.
If you really believe that drive access / transfer time is your MUD bottleneck,
then there are easier ways to fix it than compression.
-Tony
-----Original Message-----
From: James Turner [SMTP:turnerjh@XTN.NET]
Sent: Thursday, April 23, 1998 11:37 PM
To: CIRCLE@post.queensu.ca
Subject: Re: Circlemud design issues
George <greerga@CIRCLEMUD.ORG> writes:
Yes, but until a player logs in, their data isn't cached, nor is their
directory entry, so there is overhead in this. Unless you cache them
all, you can only be guaranteed of having a particular file cached
after the player has logged on.
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