Lusk is back down to 57 simFPS -- with *1* agent.
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Essence Lumin
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Join date: 24 Oct 2003
Posts: 806
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09-04-2004 19:13
From: someone Originally posted by Kelly Linden
If you log in to lusk and don't look at the alt-1 menu, what does the simFPS feel like? How responsive does the sim feel? I am in Lusk right now and it has a sim fps of about 20. I have been in sims pre 1.5 with a sim fps of 20 and it was certain death. It isn't here but it is definitely a bit jerky. And I get the flying forward and bounce back to a previous position effect when the client readjusts its position because the server said it was off a bit. There are 4 people in the sim right now. [edited to add] Oh, obviously I did look at the Alt-1 menu but those are my obversations.
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eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
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09-04-2004 20:04
as per yer question kelly a basic snapshot of lusk shows 25 simfps currently
this equates to approximately a 40ms timeslice
do the numbers add up to 40?
no
so there is aparantly an issue with that going on.
*now*
lusk is definately more lagged than it was before... things do take more time to happen, flying is a lil hard to control.
i was online when it all started happening and i'll say this it was weird cause NO ONE else was anywhere around cept luskwood, so its not like somethin was dropped.
also run tasks as of *friday afternoon* was 1.2ms and physics was about 0.2ms, 0.5ms run agents, with 5 people
*NOW* runtasks has more than tripled to between 3.8 and 4.2ms. Run Agents with only two agents was 0.7ms, and physics is pegged constantly between 1.3 and 1.5.
when things get a little busier, with more like 6-7 people.. it does start time dilating off and on... down to around 0.9-0.85 which is still a lil unusual (for a sim of a roughly calculated 150 sim fps) (addin in the other values all up)
it didn't jus snap down either.. it was very progressive.. from 500 to about 400, to 300, to 250, to 200, then 150.. then it did jump abit down to 80.. hovered there for awhile, and ended up plunking down in the 30's
all of this was goin on while i was relatively alone in the sim.
I created my new targetable active script scanner. to see what was going on... and the funny thing was nothing had really changed
the jazzy elevator was running alot of updates, but alot of their stuff always has so i didn't think a whole lot of it.
Also in a weird twist of strangeness... theres *ALOT* of 'perma ghosted' crap stuck down at lusk 0,0,-50ish (x,y,x) akalike exact south west corner, buried WAY WAY underground.
*ALOT* of weird stuff.. it things they're avs, and they have lots of running scripts (at least script object beacons) none of it is easily selectable, and unlike ghosts, these things persist after login
we tried to get rheya to delete them, but she said she wasn't able to, or the system wasn't letting her.. so im not really sure whats up with that
they *look* very small
but when selected (which is really hard to do) they all look like 'broken' prims of yester year, set to invis... so i don't know whats up with that either.
so yeah i don't know.. the ping has gotten very inconsistant to lusk as well in game... varying wildly in game from 80 to about 300 with me... out of game sim297.agni.lindenlabs.com is *ROCK SOLID* 71-74ms after hundreds of loops, even when downloading a file, transfering crap back an forth to my own file server, etc
im assuming those ping spikes are when stuff really 'feels' lagged but god only knows whats causing them.
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wash, rinse, repeat
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
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09-04-2004 23:13
Well, now we're down to a solid *20* with 1 agent. So in the last 24 hours we've seen:
60 fps with 1 agent 55 fps with 1 agent 30 fps with 1 agent 27 fps with 1 agent 20 fps with 1 agent
... This is DEFINTELY getting worse.
Agent updates are down to 5.4 per second. You can't go anywhere without your positon being 'reset' every few feet. (where you jerk back to where you were)
In a normal sim, when I land, my av wings take 1 second to close. Here, I can count to 10 before they do it, and they skip a frame.
Whatever it is, its getting progressively worse.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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09-05-2004 00:10
Slow memory leak.
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
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09-05-2004 01:13
hm. Admittedly, now, performance seems to be better, but we're still seeing 20 on the alt-1.
Kelly, maybe you were right, that there's a disparity between the stats and actuality.
I just don't know what's going on anymore.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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09-05-2004 03:29
We need a better way of knowing which scripts are running on the sim and which are having a greater impact. Something like "ps aux" or "top" would be really useful, especially for private islands.
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Essence Lumin
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Join date: 24 Oct 2003
Posts: 806
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09-05-2004 05:14
Lusk has a sim fps of a little over 400 this morning and feels responsive. Two people in the sim.
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Gabriel Spinnaker
16052 LSL BYTES FREE
Join date: 21 Jun 2004
Posts: 73
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09-05-2004 07:03
Amida's still dragging this morning with ~33simFPS and only 1 agent (me) and 1 child agent.
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Raphael Rutherford
Resident Resident
Join date: 26 Mar 2004
Posts: 236
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09-05-2004 08:32
There definitely seems to be something rotten with the fps. On my relarively new island, we had a steady 600-700 fps before 1.5 After 1.5 and two days of total island disappearace, we're now at about 180-200.
That's both with 1-2 agents.
Pretty sad.
Not to mention the dwell that doesn't seem to work at all.
/RR
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
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09-05-2004 09:14
Well, Lusk is back to normal now... I guess it went back to normal about almost 24 hours, exactly, after it went funny.... somewhere around 5:30 AM....
As for Amida, are you still on sim5?
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Gabriel Spinnaker
16052 LSL BYTES FREE
Join date: 21 Jun 2004
Posts: 73
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09-05-2004 12:19
From: someone Originally posted by Michi Lumin As for Amida, are you still on sim5? Yep. SimFPS is 23 right now, by the way. Avatars have stopped falling up when they unsit, at least, but physics, run tasks, and run agents are still pretty high (respectively around 4.0/5.4/4.9ms, specifically), and I don't think FPS should be this low.
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Gabriel Spinnaker
16052 LSL BYTES FREE
Join date: 21 Jun 2004
Posts: 73
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09-05-2004 12:45
Looks like scripts have stopped running entirely in Amida.
[edit]Forgot to mention: despite this, Run Tasks is still at around 1.8-1.9ms.[/edit]
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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09-05-2004 21:18
I'd like to add Magenta to this list. CPU is at 0.50, fluctuates downwards occasionally, SimFPS have been reduced 1/3rd to 1/2 sometime in the past five hours or so, packetloss is pegged at the top of the meter, and response times occasionally spike downward.
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
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09-05-2004 23:54
Moleculor, Help->About ... What dns name/sim is Magenta running on?
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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09-06-2004 00:16
69.25.104.32:12035
Then again, Magenta's always been a bit slow, and at the time there were a few people moving into some apartments, and the packetloss isn't new. *shrug* Might've just been bad timing for my part.
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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09-06-2004 08:24
Crap appearing at <0,0,0> in a sim (way down, SW corner) means that your client hasn't successfully received updates necessary for it to know the position of a primitive. The prim rezzes, but it doesn't know where to go, so it just stays at the origin. It is "real" - your client has a valid UUID for it, and it can sometimes be interacted with - it's just in the wrong place. I think a similar phenomenon is responsible for some of the problems with queued sounds starting with 1.4.0, but that is a subject for another thread.
I was in Lusk the other night and the sim CPU was 50%, sim FPS was something like 20... but physics FPS was in the 42-43 range and it felt normal. I hadn't ever seen physics FPS higher than sim FPS.
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eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
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09-06-2004 08:26
this was something a little different huns
it was always the same 8-10 objects... and tho they were objects, and some were scripted as such... the interactions with them thought they were avatars...
whateer the case they persisted there for well ofer 2 weeks, but are gone now adter some linden assistance
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wash, rinse, repeat
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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09-06-2004 10:45
Before 1.5, both Miramare and Celadon (where I spend most of my time) were running less than 50 fps with heavy Run Task readings. I sent in a number of bug reports about it (started on Friday, of course) and by the begining of the next week, things were back to normal.
Recently, Celadon was down to just 16 fps. Andrew stopped by to take a look and found it very odd. He was pulled away be an emergency before he could do much more, but the fps was a bit better a day or two later. It's still having troubles, but it's not as noticable.
And to Kelly's question, when this happens, it's not like I would expect a sim fps of 16 to feel like, but it was not normal. Motion was somewhat difficult, and scripts were slow.
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~ Tiger Crossing ~ (Nonsanity)
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
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09-10-2004 16:30
Happening again, Lusk, in the last 24 hours, 166, 100, 80, 50 ... down down down it goes. Was at 400-700 yesterday.
Definitely the same old deal.
This is exactly where this thread loops back to post 1.
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