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Old 12-14-2007, 04:00 AM   #1 (permalink)
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Lag

i'm trying to figure out where the lag is coming from on my land or sim. i've done what i can to lesson what i know causes it: rotation scripts, water scripts. now i'm turning off all the "full bright" features.

what brought me to turning off this last feature is the console readout (which i have no idea what it actually reads out, but there's a high number when all the rest are low, so...).

does anyone understand these console numbers? i've turned it on from the client > consoles > Fast Timers menu. if i'm barking up the wrong tree someone tell me please. if anyone knows what these readouts are, nice graphics!, might you pass on some wisdom?
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Old 12-14-2007, 04:06 AM   #2 (permalink)
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if you own the sim, you can do

view -> region/estate -> dratforgotthetabhere -> show top scripts.

it will list the most demanding scripts in the sim, along with the owner and object.

If you only own the parcel..touch taco :/

Gotta ask the landlord to get the info for you.

in general, Scripts that do lots of things in rapid succession can cause it. Out of interest, ctrl+shift+1 in-world. What is the number of scripts running in the sim? (don't confuse that with 'script perf')
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Old 12-14-2007, 04:45 AM   #3 (permalink)
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it's a mainland sim, i own the 4096sqm parcel. active scripts are 2975. fps 4.7, bandwidth 43kbps. aren't those kinda low? like terminally low? my maximum bandwidth setting in preferences is set to 1500 kbps??? and teh statistics range tops to 900. the sim FPS says it's 45. just did a speedtest and got 4788Kb/s down/472Kb/s up for my cable broadband.

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Originally Posted by Chalice Yao View Post
if you own the sim, you can do

view -> region/estate -> dratforgotthetabhere -> show top scripts.

it will list the most demanding scripts in the sim, along with the owner and object.

If you only own the parcel..touch taco :/

Gotta ask the landlord to get the info for you.

in general, Scripts that do lots of things in rapid succession can cause it. Out of interest, ctrl+shift+1 in-world. What is the number of scripts running in the sim? (don't confuse that with 'script perf')
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Old 12-14-2007, 05:23 AM   #4 (permalink)
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Originally Posted by EnCore Mayne View Post
it's a mainland sim, i own the 4096sqm parcel. active scripts are 2975. fps 4.7, bandwidth 43kbps. aren't those kinda low? like terminally low? my maximum bandwidth setting in preferences is set to 1500 kbps??? and teh statistics range tops to 900. the sim FPS says it's 45. just did a speedtest and got 4788Kb/s down/472Kb/s up for my cable broadband.
2.9k scripts is low. That's a very good value.

45 sim fps are perfect.

what is the 'script perf'

and actually...what kind of lag do you get in the first place? stuttering frames when moving?

p.s.

'rotation scripts, water scripts. now i'm turning off all the "full bright" features.'

those are all things that only stress the client, not the sim.
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Old 12-14-2007, 06:45 AM   #5 (permalink)
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Quote:
Originally Posted by EnCore Mayne View Post
i'm trying to figure out where the lag is coming from on my land or sim. i've done what i can to lesson what i know causes it: rotation scripts, water scripts. now i'm turning off all the "full bright" features.
I don't think that full bright causes lag. If anything -- unless you're dealing with glowing items -- it seems like it should be the other way around. Your water script is also not likely to be a huge source of lag, though it will cause some.

If the sim is working fine -- and it sounds like it is -- your problems are probably client side. Do you get bad lag everywhere?

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Originally Posted by Chalice Yao
'rotation scripts, water scripts. now i'm turning off all the "full bright" features.'

those are all things that only stress the client, not the sim.
Not quite. All scripts will slow the sim, though most won't do so by very much. Additionally, rotation scripts (at least ones using llTargetOmega()) are handled by the sim if the object they're rotating is set physical.
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Old 12-14-2007, 06:49 AM   #6 (permalink)
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Not quite. All scripts will slow the sim, though most won't do so by very much. Additionally, rotation scripts (at least ones using llTargetOmega()) are handled by the sim if the object they're rotating is set physical.
Agreed on the last part, tho with those simstats (45 fps etc.) they're probably not physical :>

As for all scripts slowing down the sim noticably..not quite true in this case. the sim kicks off the client side effect and that's it You can even remove the script afterwards, the information of it is stored in the prim, as long as it is rezzed. Particles, targetomega, textureanim. it takes a fraction of a second. This needs to be done for every client that gets in range, but unless you have 1000+ of those client-side effects in a pile, it won't be noticable.
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Old 12-14-2007, 08:01 AM   #7 (permalink)
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As for all scripts slowing down the sim noticably..not quite true in this case.
I didn't say it would slow the sim down noticeably, I said it would slow it down.
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Old 12-14-2007, 08:19 AM   #8 (permalink)
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Old 12-14-2007, 08:38 AM   #9 (permalink)
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Old 12-14-2007, 08:57 AM   #10 (permalink)
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Old 12-14-2007, 01:05 PM   #11 (permalink)
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My first suspect with those sim statistics are graphics card or memory. We upgraded the graphics card on one machine with 2 gigs of dual core to an nVidia 8500 from a 7200 and saw the rate go from 4 to 20-25 for frame rate. Same sims and scripts, different graphics. If you have a dual core check that box on the client menu, this will help. If you try this and it doesn't help give us some more information to diagnose the problem.
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Old 12-14-2007, 02:10 PM   #12 (permalink)
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Old 12-14-2007, 04:16 PM   #13 (permalink)
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Quote:
Originally Posted by EnCore Mayne View Post
it's a mainland sim, i own the 4096sqm parcel. active scripts are 2975. fps 4.7, bandwidth 43kbps. aren't those kinda low? like terminally low? my maximum bandwidth setting in preferences is set to 1500 kbps??? and teh statistics range tops to 900. the sim FPS says it's 45. just did a speedtest and got 4788Kb/s down/472Kb/s up for my cable broadband.
You are probably getting some of the lag from that max download rate setting. There's two great tutorials on the old SLInsider from Tateru that explain why, and might help you find other causes (links below) however you should get that max download rate to 500 and see what that does.

Under the Grid 1
Under the Grid 2

I also found a really geeky article that had a way to calculate your optimal max d/l rate, but danged if I can find it now....

Oh, and of course check your graphics settings as Menchor says, because your graphics card capacity and CPU will also have an effect. Try checking the auto detect option in case it's been customised above your PC's capacity.
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Old 12-14-2007, 07:12 PM   #14 (permalink)
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While I think that lag-o-meter is a massive joke, I do want to pull my hair out when people misread the Stats Display. Too many people do not understand that most of the stuff under "Basics" is their end, and "Simulator" is.. the server end.

As Torley stated in one of his videos, 15 FPS (client side) is what LL considers normal (HAHAHAHAHA). The 'minimum' draw distance of 68 meters is too far for allot of SL, setting it to 40 meters (client->debug:renderfarclip) will both reduce bandwidth usage but also increased client side FPS nicely. (2.8 ghz P4, 2 gb of ram, nvidia 7600GS (512 mb made by PNY (yes I know it's a POS)) nets me about 30 FPS at NCI Kuula with about 10 avatars around).

For the simulator, "Simulator FPS" is a useless stat and hardly ever goes below 45 FPS even when the sim is about to take a big steaming dump. Time Dilation (0.90+ is good), Physics FPS (40+ is good) are the important quick glance things. There is a little section at the very bottom that will tell you how much time the simulator is investing in various tasks but I'm too tired to go into detail about that.
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Old 12-14-2007, 07:36 PM   #15 (permalink)
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Gee, I usually get about 22 FPS in lightly inhabited sims, and thats with draw at 190.
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Old 12-15-2007, 06:10 AM   #16 (permalink)
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thanks everyone for your helpful replies. oh and ten, go fuck yourself real hard till you tear something.

i'll try to follow neobokrug and mabb's links. it looks like i should optimize the pute. i should be able to do something on the weekend. it's been a while since i took the time to clean things up on my end. i'll get a base line from all the various stats before i do anything and see what, if any changes are realized.

just so you know, i'm running an intel P4 2.53gHz CPU on an asus p4m80-m4 MB with 2g RAM on an IDE seagate 7200 rpm 80g HD. the video card is the 8xagp ATI 9600 with 256Mb DDR RAM painting the primary 22" flatron L222WT and a secondary 17" syncmaster 740N.

i'm certain i don't have the newest drivers for the catalyst control center (CCC). everytime i've tried upgrading in the past it's been a nail biting, finger crossing, heart palpitating nightmare only attempted on my alternate systems which i've had very little time to play with. (where is the joy?)

nonetheless, if i do manage to upgrade to the latest drivers the ccc settings themselves are another massively confusing stumbling point which can and has lead to unexpected ruin. we shall see.
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Old 12-15-2007, 09:22 AM   #17 (permalink)
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give the ccc a miss and download only the driver. ive found the ccc to be buggy and a resource hog.
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Old 12-15-2007, 09:24 AM   #18 (permalink)
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give the ccc a miss and download only the driver. ive found the ccc to be buggy and a resource hog.
Or OmegaDrivers.net
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Old 12-15-2007, 11:53 AM   #19 (permalink)
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are wickedgl drivers still around? those things used to make my voodoo2 fly! on quake from 20fps to 60fps easily.
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Or OmegaDrivers.net
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Old 12-15-2007, 01:49 PM   #20 (permalink)
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Old 12-15-2007, 09:09 PM   #21 (permalink)
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done defragging
before and after stats images:




both done with a fresh cache, 600kbps max bandwidth, 96m draw distance. for some reason on the second go round there was continuous packet loss (unusual for my area). i'm not sure how it's affected the stats, they seem to be pretty much the same in general.

on to upgrading network and video drivers.
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Old 12-15-2007, 09:56 PM   #22 (permalink)
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Defragging is fairly useless on any modern filesystem that isn't FAT
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Old 12-15-2007, 09:59 PM   #23 (permalink)
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Defragging is fairly useless on any modern filesystem that isn't FAT
That's not true.
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Old 12-15-2007, 10:02 PM   #24 (permalink)
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I've never had any noticeable performance boost come of defragging an NTFS drive. And I don't even know if there's a tool to do so for EXT3. I suppose I run HFS+ most of the time though, which more or less defrags itself.
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Old 12-15-2007, 10:09 PM   #25 (permalink)
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I don't know what EXT3 or HFS+ are, but fragmentation doesn't really have much to do with the filesystem and more to do with the way mag-drives operate. As opposed to solid state drives where the access time to any point of the drive is instantaneous, mag-drives have to spin around. Organization of the filesystem can help but fragmentation will occur over time. The difference is usually just subjective without benchmarking, but if you've ever used a computer with heavy fragmentation it can make a huge difference.

Vista defrags the drive continuously, but earlier versions of Windows do not.
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