Since we are on this topic, let us once again return to just the octet performance. (I think Marc has prev. said that for large msg sizes Ice prob. has some optimizations that can be done; this seems esp. true when structs are involved.)
Attached graphic shows TAO and ORBexpress (1.3.1 and 2.3.5 versions, respectively), with default concurrency and with "single threaded" configuration. Here one sees that TAO 1.3.1 "default" configurations is slower than Ice 1.0.1. However, there is a cross over for larger msg sizes. You will be able to gain this back with some optimizations.
The purpose of my work is not to understand performance issues in the large and in the small. Thus, I hope the numbers speak for themselves - we have no commercial interests in any of the stuff we study.
Gautam

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For Mutable Realms' game project, lowering the bandwith consumption is very important. They don't use compression within the backend, but it is used for all communications between backend and the game client. Using Glacier, this can all be done transparently.
