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Making "Script Time" from the estate/region dialog visible for all

Virtouse Lilienthal
Registered User
Join date: 25 Oct 2006
Posts: 26
12-12-2006 04:03
Hi,

I am a scripter and always trying hard to get my scripts low lag. The main problem is, I am not a sim owner but a scripter. If I want to do really good low lag scripts I should be abled to see reliable script times. Measuring by myself are not really reliable imho.

However. I want to suggest that you are going to make the script times visible to all, so that everyone can see if an object is higher or less laggy. This would improve whole SL imho, since the people are maybe going to look by themselves for less laggy scripts.

The competition in doing low lag scripts will be high and there will be less ressource hogs.

However maybe you like this and add this soon. Since this would be, imho, just moving a dialog from one point to another.

^^

TYVM
Virtouse Lilienthal
Virtuosic Bytes
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
12-12-2006 04:30
Agreed, I help manage a big plot of mainland area and suddenly the sim we were in had double the number of script operations it normally has, and was getting quite laggy. I eventually tracked it down by looking at things that had been added recently and found one of those 'full sim scanners' another group member had placed. Dreadfully ineffecient things, for functionality that isn't really that useful.

But yeah, it would have been easier if I could have seen the offending scripts/objects right away. If it had been an invisible item somewhere I never would have found the problem.
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Learjeff Innis
musician & coder
Join date: 27 Nov 2006
Posts: 817
12-12-2006 12:11
Agreed, this is very important for all of us poor scripters trying to make a 2nd living and also trying to serve the SL community by not bogging down the sims.

Take note, SL: Best way to reduce sim load in general, is to (a) make it easy for ordinary folks to spot the offending scripts, and (b) make it easy for script writers to objectively evaluate script performance.

To serve both purposes, I suggest SL provide (or make it possible for us to write) tools that list a sim's scripts ranked in decreasing order of CPU time consumed, and listing the average CPU time used per second (with a simple low-pass filter). Only the top 20 or so scripts need to be identified. CPU time for all instances of a given script should be summed together, because it's more useful to see that 100 widgets are using 10% of the time than for all 100 to fall off the list as individuals. Scripts could be identified by script name, for simplicity.

That may not be trivial, and it may have a performance penalty, but it would help serve both purposes and therefore have the longer term effect of reducing sim script load.

BTW, I suspect that scripts don't slow down physics & etc. Other frame-related functions get time first and scripts get time left over, with some minimum. Therefore, script load causes lag for scripts, but doesn't affect frame rate or lag in rendering. Please correct me if I'm wrong about that!
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
12-12-2006 12:29
From: Learjeff Innis
Scripts could be identified by script name, for simplicity.


How about Script Name (Object Name)? I know I've made a few objects where the scripts are all called "new script."

From: someone
BTW, I suspect that scripts don't slow down physics & etc. Other frame-related functions get time first and scripts get time left over, with some minimum. Therefore, script load causes lag for scripts, but doesn't affect frame rate or lag in rendering. Please correct me if I'm wrong about that!


Physics and scripts are calculated server-side, rendering is client side. I don't know what script load actually effects, but it might slow down physics.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
12-12-2006 17:07
In /theory/ scripts shouldn't slow down anything, as the sim gives scripts a set amount of time, if they start to exceed this then it starts executing scripts more slowly. Thus script lag /should/ only effect other scripts (not that that's a good thing either!).

However, since the simulator has to process all of this, it will still cause things like time dilation to reduce due to physics performance slow as the sim struggles to run/evaluate scripts.
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