anyone have any idea what this is about?
eloisepasteur at gmail.com
Sun Dec 13 08:44:39 PST 2009
No need to do that... find a void sim (Falkenburg is my personal favourite) and tp in wearing your scripted gizmo as an attachment and nothing else.
You will get a scripts count and a time taken count from the stats. The values might not be as precise as the numbers you get as an estate manager, but they're usually a more indicative value of how much sim time it will take up in a sim with no load. You can also watch the numbers change and get a reasonable idea of the range of load if that changes over time.
On 13 Dec 2009, at 15:57, Glen Canaday wrote:
> Would you mind terribly if I brought my biggest scripted attachment to your sim and measured the performance? I don't have a sim to myself so I can't see the top scripts and therefore no way of measuring. If that's cool you can contact me inworld as GC Continental.
> My AO is full and complete - but it cost me ~1300 lines of code to do it, and that's the script that I will need to measure. If it runs sour I'll at least know during which function it went astray and I could optimize it a bit. I agree that putting an AO into a client is a good idea but the one in Emerald leaves a lot to be desired. It's not exactly feature-complete. If they bring it into Snowglobe as-is then I at least hope they'll have a handful of script functions to help access it.
> On 12/13/2009 01:09 AM, Ann Otoole wrote:
>> Facts are people are lugging around too many scripts.
>> Countless are the times my mouse pointer hovers over the teleport home button as I look at top scripts at some avatar with 2+ milliseconds script time eating 1/10th of the frame time in the sim. Haven't done it yet but I have come real close. Anytime I get rubber banding I know what I am going to see in statistics and in top scripts. It is almost 100% of the time sim lag issues are directly attributable to some avatar or group of avatars with script time exceeding 0.75 milliseconds. If only I could get better details on what their payload consists of I could collect better data on exactly what scripts made by whom is the biggest culprit.
>> A little excerpt from http://annotoole.wordpress.com/2009/11/14/secrets-of-second-life-lag/
>> Another example was the metanomics sim the day SLE was announced. When there was just two of us in the region there were only 800 scripts. I generally don’t carry much since I discovered the radar I like uses over 0.5 milliseconds. I don’t use resizers, everything under the sun utilities nobody could possibly use huds, etc. Just an AO. (Note that one third party viewer has the radar and AO built in so using that viewer also reduces scripts so using that viewer can greatly reduce sim lag across SL. LL would do well to bring that functionality into Snowglobe.)
>> With 2 in the sim 800 scripts were running. 16 milliseconds spare time. Sim was running great. I had my hair I made on with some interesting flexi prims that curve in 2 directions at the same time. And some other stuff. My arc had no effect on anything.
>> When the sim filled up a little while later there were 4000+ scripts running and the sim was wheezing with no spare time and the frame time split evenly between avatar updates and script cycles. The sim was in that nobody can move mode. so that’s 3200+ scripts across 50 avatars. That is over 60 scripts per avatar average and some of us had nowhere near that many scripts attached so some people must have been running 100+ scripts in attachments. It isn’t like 50 people in chairs need AO, radar, dance chim, million utility hud, little lords of the realm game hud, vampire hud, and who knows what all hud to watch a video.
>> That's a lot of scripts for 50 avatars isn't it? lol
>> If the emerald code for AO and radar was brought into Snowglobe there would be two major script components commonly found attached to avatars that ships to the client side. That right there might eliminate 50% of avatar script time right off the bat.
>> In addition all the other improvements on the way mean a lot of next rev improvements are going to be happening anyway. Well for those who like to make things lean and mean anyway.
>> Sure people will freak out. I did almost a year ago when I first heard about it. Since then I have looked at the problem closely and became a proponent of something whatever that something is as long as it does not injure the delicate economy.
>> Right now I would love to hear absolute confirmation in respect to how parcel limits will be done. If it is not hard coded by parcel with group contribution factors then the system is going to be abused by some. This is because someone will still be able to monopolize the sim. In addition what is the deal with vehicles you rez a component and sit on? How will that work?
>> From: Stickman <stickman at gmail.com>
>> To: Glen Canaday <gcanaday at gmail.com>
>> Cc: secondlifescripters at lists.secondlife.com
>> Sent: Sun, December 13, 2009 12:37:59 AM
>> Subject: Re: anyone have any idea what this is about?
>> Script limits, yeah. They've been in the works for a while.
>> Make sure you get all your facts from a reliable source. Babbage and
>> Andrew Linden are good sources, if you can get to their office hours.
>> I remember an office hours a few months back where Babbage was looking
>> at a sample of average megabytes of memory each avatar had in scripted
>> attachments. It was higher than he expected -- but everyone at the
>> office hours thought it was pretty normal. They said the limit they
>> set will be high enough that most people won't notice, and will not
>> actually prevent a lot of sim performance degradation. It will,
>> however, prevent people like that one guy at the top of their
>> attachment script usage list who had almost 100MB of scripted
>> attachments. (10% of the entire sim's memory, I think that is?)
>> Last I heard, they hadn't decided what the actual limits are going to
>> be. They might have done so by now, and I would be very interested to
>> know what they are, if someone has them.
>> There is good stuff coming out of it, too.
>> "I *hate* the project name "memory limits". While it is true that part
>> of this project will be limiting total sim-wide script memory available,
>> we are likely talking about levels that already significantly degrade
>> simulator performance. As a content creator I am *really* looking forward
>> to "memory limits" because with it we can introduce dynamic memory sizes
>> for individual scripts. Forget that project that needs 10 scripts, half
>> of each of which is the communication glue for them to work together.
>> Instead have one script that can use the memory it needs. I don't have
>> all the details on the final design, and I'm sure it will be adjusted with
>> every round of statistics we collect, but you could look at how we handle
>> URLs for HTTP-In as a starting point." -Kelly Linden
>> On the upside, server 1.36 (due out in Januaryish) will have
>> llSetLinkPrimitiveParamsNoDelay(). A mouthful -- but extremely useful
>> as all properties without an associated script delay can use it
>> without suffering delay. It will also be able to llSetText() a linked
>> prim with PRIM_TEXT, as well as scale and glow, etc, with no delay.
>> Andrew Linden has started work on MISC-3077 for 1.36, though he admits
>> not all of it will make it into 1.36, but at least a couple should.
>> It's more good news than bad, I think. I'd be happy to hear anyone
>> else's facts on the issue, if they have them. I know I'm not
>> completely informed on the subject.
>> On Sat, Dec 12, 2009 at 8:37 PM, Glen Canaday <gcanaday at gmail.com> wrote:
>> > I've been computer-free for about 3 weeks while I replaced my dead one.
>> > Anyone have any idea what this is?
>> > URL:
>> > https://blogs.secondlife.com/thread/5939
>> > --GC
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