Request: Share the lag! (sim performance test preparation)
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
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07-17-2008 10:26
Background I am conducting some controlled tests to determine the performance differences between openspace and full sims. The baseline tests are underway right now (empty standalone sims, multiple passes after sim restarts to account for "server neighbor" variance).
After I have the baseline numbers, though, I want to do tests with identical script loads; I'm basically going to have two identical builds, one on each kind of island, and see how the additional objects affect each sim.
Request In order to simulate a normal sim script load, I need a selection of heavily-scripted items that residents are likely to place on their land or wear on their avatars. As an estate owner, a few specific products immediately came to mind, and I will be using them in the tests- but I would love to hear your suggestions as well. And if you have any copyable heavy-scripted items you can legally share with me, please do!
Disclaimer I am NOT interested in shaming any designers here, so please do not mention products/creators in this thread unless they're freebies or you know it's okay to mention the product as a known lag source (i.e. you are the creator). Instead, please send me a private message here or an IM/notecard in-world. I'm going to go shopping tonight, so I would like to know the exact products and creators if possible. I'll be using at least 2 of each item I find (at least one on each sim).
Thank you for your help. I will likely report the findings early next week.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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07-17-2008 10:31
If you want to evaluate the effect of prim count and numerous textures, I could give you a copy of a 1000-prim Chinese Palace that uses about 60 different textures in it. The build isn't particularly laggy. In fact, I designed it to go on an OpenSpaces sim before they increased prim limits for them. But could be one element you could use to establish part of your baseline load.
I could also give you a copy of a temp-rezzer that creates a spiral staircase and balcony that uses 124 prims. It's an item that I created to test temp rezzer effects, and later removed because I felt it contributed too much to sim lag and to sim prim count fluctuations...
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
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07-17-2008 10:36
From: Ceera Murakami If you want to evaluate the effect of prim count and numerous textures, I could give you a copy of a 1000-prim Chinese Palace that uses about 60 different textures in it. The build isn't particularly laggy. In fact, I designed it to go on an OpenSpaces sim before they increased prim limits for them. But could be one element you could use to establish part of your baseline load.
I could also give you a copy of a temp-rezzer that creates a spiral staircase and balcony that uses something like 100 prims. It's an item that I created to test the possibility, and later removed because I felt it contributed too much to sim lag and to sim prim count fluctuations... Hey that sounds great, Ceera! Please do send them over! Two, please, if they're not copyable. =)
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Oryx Tempel
Registered User
Join date: 8 Nov 2006
Posts: 7,663
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07-17-2008 10:36
Some suggestions: Flexi hair with lots of alpha textures, scripted color change/bling shoes, poofing teleporters, scripted weapons and vehicles...
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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07-17-2008 10:42
Just sent them to you in-world.
"Shenyang Palace - Full Backup 935 prims"
and
"Staircase Rezzer - 124-prim Pool Stairs and balcony"
Both are full-perms.
Note, the Palace is a number of seperate linksets. Have edit aleady selected before you rez it, so you can move it into place. It's about 50 M by 70 M in size. The palace has roughly 60 scripted doors that are touch-activated, with a timer event to auto-close them. Should be a pretty lag-free door script, but will still cause some load. And there's a couple notecard giver scripts in it, too.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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07-17-2008 10:55
From: Oryx Tempel Some suggestions: Flexi hair with lots of alpha textures, scripted color change/bling shoes, poofing teleporters, scripted weapons and vehicles... Flexi, textures and particles are all client-side, a sim wouldn't care about them.  Colour changing/texture changing/animated sculpty scripts have the biggest impact (object updates need to be sent to anyone within draw distance) when there's people around to actually observe them. --- Any script driven by physics would be a good thing to add as well (as long as it doesn't need an avie for interaction, so things like physics enabled animals).
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
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07-17-2008 11:19
From: Kitty Barnett Colour changing/texture changing/animated sculpty scripts have the biggest impact (object updates need to be sent to anyone within draw distance) when there's people around to actually observe them. Hmm. Good point. I need to find that cycling texture script that lags everything to hell (the one that came out before llSetTextureAnim), but yeah there might not be a point if it only causes lag due to avatar updates.
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Brann Georgia
Spits infinitives
Join date: 12 Dec 2007
Posts: 1,441
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07-17-2008 11:24
Just send Crazod over there, along with Boots and Aeble's hair.... 
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
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07-17-2008 11:32
Put in a vendor, if you have any, and have it cycle at the fastest pace.
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Desmond Shang
Guvnah of Caledon
Join date: 14 Mar 2005
Posts: 5,250
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07-17-2008 11:34
Very cool project! As boring as it might be, it might be handy to use a lot of linden freebies or library stuff, so people could duplicate your testing with ease in say, 2 or 3 years. I've got 4 openspaces on the way but they will be stuck onto other regions; almost certainly not ideal for reproducible tests. On the other hand I got 15 openspaces occupied right now if you want to do some "typical existing region" benchmarking.
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 Steampunk Victorian, Well-Mannered Caledon!
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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07-17-2008 12:10
From: Wildefire Walcott Background I am conducting some controlled tests to determine the performance differences between openspace and full sims. The baseline tests are underway right now (empty standalone sims, multiple passes after sim restarts to account for "server neighbor" variance). Just out of curiousity, how interested would openspace sim owners be in something that told you the names of your server neighbors? Interested enough to spend L$ on it? From: Wildefire Walcott Request In order to simulate a normal sim script load, I need a selection of heavily-scripted items that residents are likely to place on their land or wear on their avatars.. /me suggests naughty bits, avatar scanners and furry attachments that wag/move on their own.
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Ricky Yates
(searching...)
Join date: 28 Jan 2007
Posts: 809
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07-17-2008 12:13
If heavy script load is desired, I have a weather generator I could lend out to anyone interested. It's no-xfer, but I could place it where desired. Please IM me in-world if interested.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
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07-17-2008 12:38
From: Wildefire Walcott Hmm. Good point. I need to find that cycling texture script that lags everything to hell (the one that came out before llSetTextureAnim), but yeah there might not be a point if it only causes lag due to avatar updates. I can send you that script tonight. I was in fact using it for my openspace load testing LOL. And no, it's not laggy due to avatar updates, but rather because it uses the sim to calculate new texture offsets, instead of using the client side function. It's very sim laggy.
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
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07-17-2008 13:48
From: Darien Caldwell I can send you that script tonight. I was in fact using it for my openspace load testing LOL. And no, it's not laggy due to avatar updates, but rather because it uses the sim to calculate new texture offsets, instead of using the client side function. It's very sim laggy. Please do! I don't think I have it in inventory. (Actually I probably do, but there's no way in hell I'd be able to find it.)
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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07-17-2008 13:58
Be sure to rez a dozen or two MLPV2 beds. Of course, the test results would be most useful if people are is actually using them. Try that as a pickup line.  Let me know if you'd like an example.
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
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07-17-2008 15:32
From: Lear Cale Be sure to rez a dozen or two MLPV2 beds. Of course, the test results would be most useful if people are is actually using them. Try that as a pickup line.  Let me know if you'd like an example. I have definitely found that the poseballs that some sexbeds rez go straight to the top of Top Scripts when people are using them. It's made me feel awkward a couple of times when I was diagnosing lag issues. I'd see two poseballs up at the top of the list and know that someone somewhere on my sim was doin' da nasty. Makes me afraid to fly around tracking down lag sources.
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Desmond Shang
Guvnah of Caledon
Join date: 14 Mar 2005
Posts: 5,250
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07-17-2008 15:56
From: Wildefire Walcott I have definitely found that the poseballs that some sexbeds rez go straight to the top of Top Scripts when people are using them. It's made me feel awkward a couple of times when I was diagnosing lag issues. I'd see two poseballs up at the top of the list and know that someone somewhere on my sim was doin' da nasty. Makes me afraid to fly around tracking down lag sources. Just do like in real life when people start bothering others with their activity. Bang real hard on the room wall and holler "cut it out you two!"
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 Steampunk Victorian, Well-Mannered Caledon!
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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07-18-2008 07:54
From: Wildefire Walcott I have definitely found that the poseballs that some sexbeds rez go straight to the top of Top Scripts when people are using them. It's made me feel awkward a couple of times when I was diagnosing lag issues. I'd see two poseballs up at the top of the list and know that someone somewhere on my sim was doin' da nasty. Makes me afraid to fly around tracking down lag sources. I have seen people state on this forum that when an av is sitting on an MLP poseball, the poseball gets the script time for all the av's attachments. Never specifically tested this myself, but I do see that av poseballs get script-busier (using estate debug "show top scripts" when sat on. Yet the poseball scripts does little when poses aren't changing; just get a chat message every 60 seconds and restart a timer. Of course, the listen is part of it, but they're busier than other scripts with off-channel listens open nearby. Sexgen stays rather busy even when not in use, but I suspect that's due to the number of scripts doing nothing but holding data. I say "rather busy", but it's not what I'd call exorbitant, and not a significant lag contributor unless there are quite a lot of them.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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07-18-2008 07:54
From: Desmond Shang Just do like in real life when people start bothering others with their activity. Bang real hard on the room wall and holler "cut it out you two!" LOL
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
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07-18-2008 12:22
From: Lear Cale I have seen people state on this forum that when an av is sitting on an MLP poseball, the poseball gets the script time for all the av's attachments. Never specifically tested this myself, but I do see that av poseballs get script-busier (using estate debug "show top scripts" when sat on. Yet the poseball scripts does little when poses aren't changing; just get a chat message every 60 seconds and restart a timer. Of course, the listen is part of it, but they're busier than other scripts with off-channel listens open nearby.
Sexgen stays rather busy even when not in use, but I suspect that's due to the number of scripts doing nothing but holding data. I say "rather busy", but it's not what I'd call exorbitant, and not a significant lag contributor unless there are quite a lot of them. Yes, it's true, not just for MLP, but any scripted object you can sit on. The Avatar becomes another link in the linkset, so it's script load is included. (now if only linked messages could be transmitted through the AV... sadly doesn't work.)
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