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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
05-25-2004 22:37
Well theres many different kinds of lag, but mainly two with SL... theres client side lag, and theres server side lag.

Client side lag is only on the users end, i.e. you could have client side lag, but I may not, when we are both in the same sim. Client side lag can be caused by things that cause your computer to do alot of processesing, such as particles, alot of objects, things that cause your computer to work really hard, bump mapping is another thing, so alot of shiny objects might have a negative effect. Other things that can hurt/help client side lag is your internet connection and/or your computer, faster computers can "draw" or handle more on screen, so they can handle those 2 thousand particles alot better than a lower end computer, same with internet connection, if you have a slow connection you may lose "packets" (information about objects and things in world), or experience lag from things sending/recieving slowly.

Server lag can be caused by all sorts of things, scripts that take alot of memory from the server, physical objects that send the server into a "deep think" (a physics problem that takes a long time to solve or can't be solved), alot of people in a sim (actualy this can cause client side lag also), and even the more objects you have in a sim can contribute some to the lag of a server.

The reason you may be expireincing overlapping server lag, and this is just my guess, is because every sim actualy overlaps eachother by x amount of space (not sure how much), this is so things like crossing a sim can be handled better, and so you can see the objects in the other sim (i think). So you may be getting lag thats carried over, you could try standing in the middle of the sim and see if you still get the overlapping lag or not.

So how do you prevent lag? Well lag is hard to totaly prevent, but for client side, try not to have alot of bump mapped shiny objects in one area, try to scale down on alot of particles in an area, try not to have alot of high resolution textures (as the download from those can also contribute to lag), and cut back on un-needed sounds (downloading alot of sounds can cause lag also). Server side, scripts that use alot of listens can hurt lag, or scripts that otherwise cause the server alot of processing (such as high math scripts), alot of avatars in one area can also hurt the sim, alot of objects, and alot of physical objects (especialy physical torus) can cause troubles, especialy if they intersect. By "alot of objects" I mean a *real* lot and in one enclosed area.

Now some of that may be incorrect, but thats all based on what i've heard or made out of common sense myself.

Hope that helps out some. :)
_____________________
"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
05-27-2004 04:25
bigjohn should get an island sim

it is truly a design win
Kenny Zapata
Registered User
Join date: 23 Feb 2004
Posts: 18
05-27-2004 10:46
I think the problem with one sim effecting the other is when you look into the other sim, that sim has to take everything you see and calculate it for you. If I'm right, the laggy sim is sending you data as well as the sim you are in. The flipside is that the laggy sim is sending the data to your sim which would also account for the lag. Have you tried facing away from the other sim to see if the lag goes away?
Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
05-27-2004 19:57
I think one of the biggest problems with "lag" is that almost no one knows what it actually is. It has become a catchall term.
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