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Old 10-13-2009, 03:20 PM   #1 (permalink)
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Script Stats

Not sure whether this should go here or in the Technical Issues forum. Pick one.

I've been trying (and failing) to find out information on what would be acceptable numbers of scripts in a region, and at what point the script eps should start to be a worry.

For example, the club I work with is in a region which has 7500-8000 active scripts, and the eps ranges (on average) between 500-800.

What I am wondering is, at what point should I start thinking "that's a bit too high -- we ought to try and do something about it."

Sim performance at the moment seems ok (45 sim fps), so I guess it's find for now. But I would love to have some kind of limit figures. Does anyone know?
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Old 10-15-2009, 01:37 PM   #2 (permalink)
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Good question, I have been wondering what stats could be used to gain information about the state of mainland sims (where owners dont have access to estate tools such as topscripts).
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Old 10-16-2009, 06:31 AM   #3 (permalink)
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Originally Posted by Ben Hoark View Post
Not sure whether this should go here or in the Technical Issues forum. Pick one.

I've been trying (and failing) to find out information on what would be acceptable numbers of scripts in a region, and at what point the script eps should start to be a worry.

For example, the club I work with is in a region which has 7500-8000 active scripts, and the eps ranges (on average) between 500-800.
Sadly, only Estate managers have access to the -really- necessary information..how much Script Time a person, a pile of objects etc. takes up.

It's under World -> Region/estate -> debug -> Top Scripts.

Sortable, filterable, awesome. Why LL doesn't give that to even plain people, I have no idea. It would have saved us so many, many problems.

As for the the Script time usage that is good...my golden guideline is that avatars (which are usually the main script time users in any sim) should use a max of 0.4ms of script time.

The logic behind that is that 20 avatars at this rate would be using up 8ms of the 22.3ms a sim has each frame for scripts, physics, network etc., so the scripts of those 20 avatars would still leave enough ms for other things, and objects in the sim.

Even 40 avatars during some kind of event would eat up 16ms..alot now, given that 22.3ms is the max, and not much is left for other things (and scripts probably would slow down due to massive ms use of the sim due to all the avatars loading textures etc), but that's 40 avis at this maximum.

And it isn't hard, at all, to stay below those 0.4 if the attachments and huds are well scripted and sane. Sadly no content creator (maybe there are a few exceptions) lists the ms rating of what they make. Many are not even aware. People wear pairs of boots that drive them to 0.5ms alone. Meh.
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