SLUNIVERSE |
| | #27 (permalink) |
| Yoroshiku Onegaishimasu! ![]() ![]()
Plurking
Join Date: Apr 2008 Location: US
Posts: 408
SL Join Date: 1/18/08
Business: Beloved XBOX Leaderboard: 17th
My Mood: | I wonder about the toll of script processing. I'm in the midst of rebuilding my residence on a new low-prim sim, and theres a lot of stuff that has scripts in them. So I wonder, does a simple "animate" script (in every single prim of my waterfall) hit as much as a "poof out some butterflies" script, or how about a "sit here" script? I have a clear indicator as to the number of prims I can use, common sense about the number & size of textures, but how about number of scripts? And how am I to know what all my neighbors are running, and the ones I can't see that share the same server? Added: If you're talking about scripted objects like say, a chair that changes color? I already ran into that just yesterday. the creator was kind enough to replace them with a version that had a more efficient script in it, but before that the color change dialogue would come up but never work. |
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| | #32 (permalink) |
| Shaven Maven ![]() ![]() ![]() ![]()
Abducted by gnomes.
Join Date: Jun 2007
Posts: 2,786
SL Join Date: 2005.10.28
Business: Desperation Isle Estates SLShopper Ads: 4
My Mood: | Well they took most of the Suck out of the Land Store, and had to dump it somewhere, so they just infused the new auction system with it.
__________________ Desperation Isle Estates: Great prices, great neighbors, great service! New Desperation Isle: The prettiest BDSM Playground and Fetish Mall in SL! Desperation Isle Productions: Scripted skyboxes for lots (and budgets) of all sizes! Wildefire Walcott's Mistressy Musings: My blog about D/s and BDSM in Second Life. |
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| 1 User Laughed: |
| | #33 (permalink) | ||
| Mask Wielding Overlord ![]() ![]() ![]() ![]()
Has infected SLU with
Maskeditis
Join Date: Nov 2007 Location: Carnivale
Posts: 3,396
SL Join Date: 10/14/06
Business: Illusions: Masks and Unique Accessories SLShopper Ads: 10
My Mood: | Quote:
That's in the view menu. There's also a console SOMEwhere that lets you look at the scripts running nearby, but I really can't find it right now But I know it's somewhere!
__________________ ![]() Quote:
They're over here -> at my masky shop thing | ||
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| 1 User Said Thanks: |
| | #34 (permalink) | |
| Shaven Maven ![]() ![]() ![]() ![]()
Abducted by gnomes.
Join Date: Jun 2007
Posts: 2,786
SL Join Date: 2005.10.28
Business: Desperation Isle Estates SLShopper Ads: 4
My Mood: | Quote:
A few weeks ago we discovered that a single sculpted object that cycled the sculpt textures to simulate animation was using 1/3 of the entire sim's script resources, and causing noticeable lag. A friend of mine discovered that a similarly designed furry penis was crashing her sim whenever the attachment's owner visited a build on her sim. And I discovered a radio- a damned SL radio that does nothing but set the media stream on a parcel- that was using 1/4 of my sim's resources and causing lag. | |
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| 1 User Said Thanks: |
| | #35 (permalink) | ||
| Senior Member ![]() ![]() ![]() ![]() | Quote:
Script lag is much more painful when your browsing through a vendor than when your waiting for the "Fuck Me Harder" pose to load. ... Quote:
Touching on the physics load again, since Havok 4 came out it's been a huge boon to Openspaces. They still frickin die when there gets to be enough people or vehicles in the sim but it runs much better than it used to. That said all sims continue to suffer from cyclical time dilation, but especially openspaces, and it's been JIRAd many times. Basically every 10 to 20 minutes the sim will suffer anywhere from a 20-80% TD for 5-20 seconds. It happens on regular sims as well but the drop in performance is more like 5-10%. On openspace performance and how people at large use them, I speak from a fair amount of personal experience of course. Experimenting with my own sims and those of friends, I've been involved to some extent in the development of a fair number. To measure script performance I actually use a HUD tool called the "Advanced Border & Performance-Scanner" by Thomas Conover (SLURL), the HUD can also drop a tool that stay in your sim to provide the readout and alert you if the sim lags badly. It gives you a readout on sim performance script wise, a numerical value from 0 - 6,000, the higher the number the better. I've tested it a lot and found it to be a very good indicator of region performance, Artificial Isle tends to get 4,400 - 5,200 which is very good. Most sims get around 4,000. An absolutely empty openspace can get 5,000 on a good day, but as you load it up it quickly drops to 2,000 (Which is what I consider very good for an openspace). Once it drops below 1,000 you start to see noticeable script lag in vehicles etc (Makes a big difference with sailing). The simple fact with openspaces is, they have less redundancy to fall back on and when they are taxed they really show it (10 people in a sim does not constitute taxed).
__________________ - ZATZAi | ||
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| 1 User Said Thanks: |
| | #36 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() | Quote:
Some items like a simple llOmegaTarget or llSitTarget that never changes will popup in the TopScripts debug menu taking up 0.001 or 0.003 in script time (Which is barely anything), but they'll only show up now and again. They are not constantly being processed, or atleast not in a way that is reported by the debug console. If you have a script that you can set to not running because its a state effect, you should do so. While all scripts are allocated the same amount of memory simply for existing, it is ultimately their processing time that will pull away from other scripts. For example a script that constantly changes textures on an object, like for an animation or changing a sculpty as Wildefire mentioned will take up a comparetively large amount of resources. So will physics vehicles in motion, but not so much vehicles at rest. Use fewer scripts where you can, look at the list of functions on the wiki. There's a lot you can do with or as a result of action on child prims for example (Though not everything just yet). For example a lot of people still put scripts in every single button they make on a console because they don't know this simple trick... Code: touch_start(integer total_number)
{
string button = llGetLinkName(llDetectedLinkNumber(0)); //Name the child prim with logical names like "one" or "next"
if (button == one) { //If a child prim named "one" was touched
llSay(0,"One");
}
} Last edited by ZATZAi; 06-05-2008 at 04:37 PM.. | |
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| 1 User Said Thanks: |
| | #37 (permalink) |
| I BUY LAND ![]() ![]() ![]() ![]() ![]()
Can I play with your land?
| It used to be that when you won a sim, the land was set for sale to you at 0l once you were billed on the website. Then you could buy or use buy for group. Now it goes right in your name. |
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| 2 Users Said Thanks : |
| | #38 (permalink) | |
| Junior Member ![]() Join Date: Jan 2008
Posts: 4
| Quote:
The fact that the new system can inadvertently screw you by forcing you into a higher tier is really dumb, and I think there's a reasonable chance LL would fix this issue. (Is there a smiley that means I'm trying not to be so cynical as to think that the tier-bump problem might be an intended side effect?) | |
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| 1 User Agreed: |
| | #39 (permalink) | |
| Junior Member ![]() Join Date: Jan 2008
Posts: 4
| Quote:
The overhead of the interpreter is small compared to the inefficiency with which the current interpreter allocates memory and resources to scripts. There are a couple major deficiencies with the current implementation: 1. Currently, every single script active in a sim is allocated a static 16K of memory, regardless of how much memory the script actually uses. So a one-line llTargetOmega script consumes as much memory as a complex networked vendor script. 2. There is no code sharing between identical scripts. So if you have 10 identical vendors or animated pigs or whatever, every rezzed instance has its own copy of the script bytecode, even if the bytecode is identical, which uses 10 times as much memory. The LL Mono work addresses both of these shortcomings. Script memory is allocated and deallocated as needed (which is the reason max script memory increases to 64K for Mono scripts), and the Mono runtime does code sharing so that 10 identical scripts will share 1 copy of the bytecode (and also 1 copy of the JITed machine code). | |
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| | #40 (permalink) |
| Compulsive procrastinator ![]() Join Date: Oct 2007 Location: Milano, Italy
Posts: 78
My Mood: | This makes a lot of sense; it does not require development and maintenance of two different versions of the interpreter and prevents the introduction of (interpreter-related) bugs that are specific to openspace sims. In principle separating the interpreters would allow more scalability, as the number of sims per CPU increases proportionally with CPU power and amount of resources (which is not currently the case, hence the performance hit). |
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| | #42 (permalink) | |
| Banned ![]() ![]() ![]() ![]()
adores her psycho
| and despite the super low price i am not the least bit interested in buying any. im so happy i got out of mainland at $9+/m. i wouldnt have been very happy paying hundreds of $ in tier every month on land that had been devalued to $3.4/m Quote:
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| | #43 (permalink) |
| Taco's Grammar Slave ![]() ![]() ![]() ![]()
Some Flowers and Trees
Join Date: Jun 2007 Location: Alabama
Posts: 2,978
SL Join Date: November, 2003
Business: Fate Gardens Flowers and Trees SLShopper Ads: 2
My Mood: | Me too, with 10ksm of leftover tier, Landshark Khamon can't find a single Mainland lot that I'd sink 4L/sm into, not a single one. Are these cheap lots selling or just flipping over and over and over? It seems odd to me that we claim such low standard prices when the land is relatively useless. We have used car lots in town selling working vehicles for $300US; but we don't claim that used vehicles are devalued based on those pieces of junk when the lots have cars a person *would* be caught dead in selling for a few thousand dollars. I'm more interested in knowing the average cost of land that brokers are managing to sell on the market these days. That seems a more realistic method of gauging the value of Mainland. |
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| | #44 (permalink) | |
| The Son of Avatar ![]() ![]() ![]() ![]() ![]() ![]()
Hiding
| Quote:
Mainland base price hovered between 4 and 4.9 in the months after I joined in May 2006, but that all changed shortly after private island prices increased. I never thought it would get as low as 4.9 again, never mind 3.4. | |
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| 2 Users Agreed: |