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Lag - what is an acceptable number?

HoneyBear Lilliehook
Owner, The Mall at Cherry
Join date: 18 Jun 2007
Posts: 4,500
02-03-2008 14:30
I now have estate tools for the first time in my slife. Looking at the top scripts, I'm freaking out because I've been told that anything reporting .XXX (triple digits) is bad. My employee time clock sometimes does, a tenant's photography studio sometimes does, even a couch that another tenant has that has minimal poseballs in it.

Typically, from what I've seen, on this sim there are 435-455 scripts running with an overall time of 3.4ms, although I have seen this spike on occasion to over 5.

With SL's slowness this weekend, I don't know if the lag issues I'm experiencing are the scripts or SL.

So what ARE acceptable numbers?
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Ciaran Laval
Mostly Harmless
Join date: 11 Mar 2007
Posts: 7,951
02-03-2008 14:45
Login to support and search for lag or statistics bar, there's a good guide there. I'd post the URL but it doesn't show up in support for me to copy and paste it for you.
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
02-03-2008 16:12
From: HoneyBear Lilliehook
I've been told that anything reporting .XXX (triple digits) is bad.

/me wonders if .123 is really worse than .2..
ArchTx Edo
Mystic/Artist/Architect
Join date: 13 Feb 2005
Posts: 1,993
02-03-2008 17:02
I have been wondering the same thing lately, this Knowledge Base article sheds some light on it.

Knowledge Base
Second Life Info > Solution Finder > Technical Issue > Statistics Bar Guide
https://support.secondlife.com/ics/support/KBAnswer.asp?questionID=4004

I'm no expert but these three measurements seem to be the most significant.

------------begin paste-----------------------------------------

* Time Dilation - The physics simulation rate relative to realtime. 1.0 means that the simulator is running at full speed; 0.5 means that physics are running at half-speed.

* Sim FPS - The simulator frame rate. This should now always be the same as the physics frame rate -- 45.0 when things are running well.

* Physics FPS - The frame rate at which the physics engine is running. This should normally be at or near 45.0.

Time

The following are the different times listed in the Time section of the Statistics bar. Click Time to hide or display this panel.

Total Frame Time – The sum of all time values listed below it, this measures how much time it takes the simulator to run everything that the simulator is trying to do each frame.
< 22 ms - The simulator is healthy, everything is running as fast as it can, and more scripts can be added without reducing the performance of individual scripts.
approx. 22 ms - The simulator is healthy, but there are probably a lot of scripts and agents on the simulator, meaning that script execution is being slowed down in order to maintain the simulator frame rate.
> 22 ms - The simulator is experiencing severe load, either due to physics or a large number of agents, such that even by slowing down script execution it is impossible to compensate. The simulator frame rate has been reduced as a result.
Net Time - The amount of time spent responding to incoming network data.
Sim Time (Physics) - The amount of time that frame spent running physics simulations. In general, this should be less than 5 milliseconds.
Sim Time (Other) - The amount of time that frame spent running other simulations (agent movement, weather simulation, etc.)
Agent Time - The amount of time spent updating and transmitting object data to the agents.
Images Time - The amount of time spent updating and transmitting image data to the agents.
Script Time - The amount of time spent running scripts.
------------end paste----------------------------------------
From: someone
Typically, from what I've seen, on this sim there are 435-455 scripts running with an overall time of 3.4ms, although I have seen this spike on occasion to over 5.


As I recall, my mainland sim has over 2800 scripts running, 18.5 ms Script Time, 22.2ms total frame rate. This sim is a pretty peaceful place with relatively little lag from what I have experienced in SL.

So, if a total run time of < 22 MS for everything in a sim is good, then 3.4ms for all scripts does not sound all that bad to me.
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Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
02-03-2008 17:24
Ok... let me repeat this for the 11 millionth time:

Script running time will NEVER lag a sim. The only thing that will lag a sim are the results of those script actions. The only thing that scripts delay is OTHER scripts in the sim.
The scripting scheduler is prioritized last in the sim, meaning if any other process (avatars, physics, comms, rezzing etc.) is needing more time, the scripts will simply slow down.
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HoneyBear Lilliehook
Owner, The Mall at Cherry
Join date: 18 Jun 2007
Posts: 4,500
02-03-2008 17:30
Ty Arch and Damanios - informative and very helpful.
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Virtual Freebies now has its own domain!
URL=http://virtualfreebiesblog.com

The Mall at Cherry Park - new vendors, new look!