I suspect the biggest limitation is going to be your upload speed.
I have not run Until Uru or MOSS. I do run an OpenSim server. (Mostly down right now as I am ripping video for RL project). OpenSim has much more to do than the MOSS server because all assets are downloaded at run time. MOSS deals with a game that pre-downloads all assets then runs the game. If the user has all the current age files, there is nothing to download. So, the amount of data needing to be uploaded is much higher for OpenSim than it likely is for MOSS.
Also, OpenSim runs a bunch of the physics on the server. I understand most of the MOSS physics happens in the client CWE/MOUL. So, I'm assuming MOSS is likely going to place much less of a load on its host. I can normally run OpenSim and do everything I need to do on my workstation and there is no visible performance hit. I seldom notice when 1 or 2 people come through the simulator. However, when 4 or 5 people are in the region they start to see lag. My CPU's are still under 50%. My outbound network is running high as communication between my server, the clients, the grid's asset servers, chat servers, voice servers, map servers... I'm not sure how much of that extra communication stuff MOSS deals with. But, I can't imagine 2 or 4 people overloading MOSS into lag on a reasonable laptop.
I suspect you too will find that the big bottle neck for MOSS is your upload speed. If you plan to try to run wireless, it will be even more of a problem.
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