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It takes a lot of horsepower to create the 3-D virtual world known as Second Life, where users can build digital avatars to their likenesses, participate in a virtual economy that lets them purchase real estate and construct buildings, and fly through pixelated blue skies over a 100-square-kilometer computer-generated campus. In the past, the sticker shock of buying and managing the 1,400 CPUs and associated software needed to power this rapidly expanding massive multiplayer online game would have been enough to curb the enthusiasm of even the best-funded startup.
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