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Proposal 1137, Better lag management tools: Show Object Update

Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
03-14-2006 16:58
Now we've all been plagued by it, its unavoidable. Lag. We also have very few tools available to us to delag our homes/sims. Sure sensors can detect Active scripts, but just because its active doesn't mean its the cause of your sim's lagginess.

New scripters are poping up every day. Very few of them know how to script efficiently and even fewer make it to the level of a well renowned scripter who knows what causes lag. Actually, we're not even sure how much lag a script will cause because there's nothing to guage it with other then is it Active or Passive. Many scripters claim their scripts are low lag or even no lag, but without the tools to prove otherwise we're stuck taking their word for it and probly get stuck with a product thats subject of false advertising.

How many of us rent, own, or run a sim? How many of us own a good chunk of land? Wouldn't you like to know what the cause of those lag spikes or horrible constant lag is coming from instead of having to just relocate to a more vacent sim? I know I would.

We have the ability to see Active Agent Updates giving us the ability to see how much resources our avitars are using. It would make sense to see an option for Object activity updates or even an LSL function on sensors to tell us how often an object updates using color, percent, miliseconds, or whatever can be done to show us how laggy an object is.

The big answer from LL is that its our content. Well if its our content we should have the tools to find out exactly what in our content is doing it. Please put as many votes into Proposal 1137 if you want to finally rid your land of server sided lag.

Proposal 1137
Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
03-15-2006 04:44
bump
Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
03-15-2006 05:02
Surely this is kind of mitigated to a certain extent with the script scheduler - the opportunity for a script to lag in such a way is much more limited (at least in theory, whether that actually works in practice is up for debate and the inner workings and rules of the script scheduler are a kind of voodoo as far as I know).

But there have been accepted lists of no-nos or best practice with regards to limiting lag from scripts, many of which have had direct, or indirect fluffy confirmation from the Lindens. Things such as open listens, quick sensor repeats, that kind of thing.

I agree that more needs to be done, as we simply don't have the data available to us to prove or disprove whether a script or scripts is having a large impact. I know personally speaking my only metric is following everything I gleamed from others about what reduces the lag impact from a script, and my own testing experiences - it's not scientific, by any rate, but nor do I believe I'm partaking in false advertising - I'm using the only methods available. Of course accepting and following Linden advice or examples may not always be correct, as I have recently found out.

I also notice in the release notes for 1.9 that those with estates now have the following:

From: someone


    [list]
  1. Region performance debugging tools include disabling all scripts, disabling physics, and getting lists of objects that are potentially slowing down physics ("top colliders";) or scripting ("top scripts";)


I'm not sure what form they take, or whether they're of much use at all to be honest. It is interesting that it could place those with estates and that are scripters in a much better position to analyse their scripts than other scripters on the mainland. It's a different argument, I know :)
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
03-15-2006 17:48
Yes, these estate tools help, but only the estate owner and their set managers. What about the little guy though? The one who own's a 1024m2 parcel on the mainland or the Basic user trying to make an honest buck scripting in a sandbox? Even then the estate tools only tell you what is using the most processing time, not how much.
Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
03-16-2006 16:52
bump
Elle Pollack
Takes internets seriously
Join date: 12 Oct 2004
Posts: 796
03-17-2006 06:37
Moving to Feature Suggestions where hopefully, this thread will have a more attentive audience and won't require a lot of bumping. :)
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"Ya'll are so cute with your pitchforks and torches ..." ~Brent Linden

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