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Can something please be done about the old sims?

eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
08-27-2004 06:01
i think from playing around the basic child agent gets about half (or fewer) of the updates main agents do, watching physical things move right over a sim border is very jerky, steppin over the border it becomes very smooth, steppin back, jerky again
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wash, rinse, repeat
Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
08-30-2004 03:07
Huns, a child agent is simply any avatar that is not in the sim but is receiving updates from it.

A simple example would be, you're in Lusk, and you're looking at the Sumo Sphere in Rizal (and can see it), you're an Agent to Lusk, and a Child Agent to Rizal.

You can be the child agent to several sims at once, depending on how close you are to a 4-point intersection of sim corners.

I would assume that this is effected by a client draw distance as well, but that may not be true.
Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
08-31-2004 07:25
There were two memory leaks discovered and fixed in the 1.5 release. The leaks would eventually cause performance degredation specifically in "run tasks" and "run agents" while also contributing general slowdown in the physics engine and various other things (just from shear memory fragmentation).

The leaks were very content-specific. That is, certain things would trigger them which would result in striking discrepancies between simulators that otherwise appear to be very similar in content.

I think there are a few older/slower machines on the simulator farm, however there are some backend changes to 1.5 that make the assignment of machine to section of the world non-deterministic. We will now be bringing up a whole collection of servers, and each one downloads a section of the world (via http) and starts simulating it when it is ready. This makes it much easier to replace older hardware, since we merely need to shut that machine down and another spare machine will step in and bring that corner of the world back up.

Once 1.5 is well in place we'll be moving some of the older hardware into our test grids (which need more machines anyway) as we bring fresh hardware in.
eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
08-31-2004 07:35
From: someone
Originally posted by Andrew Linden
Once 1.5 is well in place we'll be moving some of the older hardware into our test grids (which need more machines anyway) as we bring fresh hardware in.


awesome andrew, thanks for the response.

Yeah we'd noticed a leak a while ago when things progressively got slower and slower the longer lusk went between patches. Often ending up sub 30 sim fps (and over 10ms runtasks) with essentially nothing goin on, then magically popping back to 2ms runtasks and 300 simfps after a patch/reboot
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wash, rinse, repeat
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
08-31-2004 14:25
From: someone
Originally posted by Andrew Linden
There were two memory leaks discovered and fixed in the 1.5 release. The leaks would eventually cause performance degredation specifically in "run tasks" and "run agents" while also contributing general slowdown in the physics engine and various other things (just from shear memory fragmentation).

The leaks were very content-specific. That is, certain things would trigger them which would result in striking discrepancies between simulators that otherwise appear to be very similar in content.

I think there are a few older/slower machines on the simulator farm, however there are some backend changes to 1.5 that make the assignment of machine to section of the world non-deterministic. We will now be bringing up a whole collection of servers, and each one downloads a section of the world (via http) and starts simulating it when it is ready. This makes it much easier to replace older hardware, since we merely need to shut that machine down and another spare machine will step in and bring that corner of the world back up.

Once 1.5 is well in place we'll be moving some of the older hardware into our test grids (which need more machines anyway) as we bring fresh hardware in.


So THAT'S why Seacliff was spiking to 280ms in the RunTasks.
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