New Low?
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Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
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09-29-2004 18:50
Sim FPS: 4
I never really looked for the lowest sim fps, but I was sort of amazed to encounter a single digit sim fps tonight. It was in Da Boom, I was just passing through but got frozen at the hub. There were 42 avatars in the sim and I checked and saw the ultra low fps. I could not really move, never really recovered from the teleport and arriving into the lag, so I logged out.
The sim fps was lowest at 4, but was hovering between that and 12. I have never seen single digits and was just wondering if it is a real issue in some places? What can be done to boost performance at this telehub sim?
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Essence Lumin
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Join date: 24 Oct 2003
Posts: 806
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09-29-2004 19:12
I used to live in Crimson. One night I couldn't move and IM'd a Linden. The frame rate was 50 fps and dropping rapidly. I did an IM countdown. 40, 30 10, 5, 2. It stayed at two for a bit then I decided to tp out and fly back in and things were back up between 50 and 100 and I could move. Oddly I don't think the sim actually crashed. Who knows what was going on.
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Lumiere Noir
Ivory Tower Dweller
Join date: 25 Dec 2003
Posts: 212
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09-29-2004 22:19
From: someone Originally posted by Essence Lumin I used to live in Crimson. One night I couldn't move and IM'd a Linden. The frame rate was 50 fps and dropping rapidly. I did an IM countdown. 40, 30 10, 5, 2. It stayed at two for a bit then I decided to tp out and fly back in and things were back up between 50 and 100 and I could move. Oddly I don't think the sim actually crashed. Who knows what was going on. humm...ah good, it wasn't one of my lag bombs then  That only affects sim physics (but the effects you describe are very similar). Lumi
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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09-29-2004 23:10
Seacliff has hit 0 before, I'm sure of it. Mostly because a memory leak was spiking runtasks into the 230 range.
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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Re: New Low?
09-30-2004 01:30
From: someone Originally posted by Loki Pico Sim FPS: 4 What can be done to boost performance at this telehub sim? I have friends who have owned Da Boom land for nearly a year, and have seen Da Boom become a human wasteland of lag. I may suggest: 1. Learning how to compress and reuse textures. 2. Not making a club in a telehub sim. 3. Not making a club in a heavily vendor'd sim. 4. Not making a club and stick a mall in / on / under it. 5. Not making a club with gratuitous particle generators. Noticing a theme?
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Elror Gullwing
Registered User
Join date: 6 Sep 2004
Posts: 306
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09-30-2004 06:32
Hiro makes some excellent points, especially about the over use of particles..... major cause for sim slowdown.
Also, in my opinion, no one has addressed the real root cause of slow and glitchy sims...... Linden Lab itself. I suspect LL has a bunch of now aging servers supporting cerrtain sims. These old, now obsolete servers need to be replaced now. If not, SL residents will have to deal with the low fps and poor performance in those sims.
E.
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Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
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Re: New Low?
09-30-2004 13:02
From: someone Originally posted by Loki Pico It was in Da Boom, I was just passing through but got frozen at the hub. This is not a surprise. Theer was an event at an ... unnamed club the other night. Ported in after a perfectly clear day, and right in the hub, framerate dropped to perhaps 0.2, and I was so lagged I was paralyzed and had to relog three times. Eventually gave up and managed to port out, but even after reaching the safety and speed of Ahern, my connection acted weird for the period of two more logins. I know one thing: if any events ever use that telehub again I'll find another nearby hub that will work instead of the Da Boom one. Heh.
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
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09-30-2004 13:11
From: someone Originally posted by Elror Gullwing Hiro makes some excellent points, especially about the over use of particles..... major cause for sim slowdown.
Particles are client side, and do not cause sim FPS slowdown. They cause client side FPS slowdown. There is little if any server side effect from particles. Not saying that they should be overused gratuitously - they shouldn't. But particles do not "lag the sim", they "lag the client". Turning off particles in your client (not neccessarily a viable solution) will alleviate 'lag' in a high particle area, whereas when the sim itself is lagged (agent updates, image updates, etc, are sent much slower) , nothing can be done on the client side to remedy it.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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09-30-2004 14:53
From: someone Originally posted by Michi Lumin Particles are client side, and do not cause sim FPS slowdown. They cause client side FPS slowdown. There is little if any server side effect from particles.
Not saying that they should be overused gratuitously - they shouldn't. But particles do not "lag the sim", they "lag the client".
Turning off particles in your client (not neccessarily a viable solution) will alleviate 'lag' in a high particle area, whereas when the sim itself is lagged (agent updates, image updates, etc, are sent much slower) , nothing can be done on the client side to remedy it. However, updating the ParticleSystem within a prim every second (i.e. calling llParticleSystem on a timer) -will- cause the sim to have to send more information to connected clients, thereby increasing 'lag' percieved by clients in that they're not getting information as quickly. However, that only occurs within -badly coded- particle systems, or particle systems that are attempting to work around code limitations.
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