Need Advice for Lag Problem on Sim
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Cheyenne Palisades
Registered User
Join date: 28 Oct 2006
Posts: 17
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08-07-2007 15:54
My simulator (Forsaken, I own about half of the sim) has been quite laggy lately (as noted by just living there and running sim performance checkers). And my little Kitto Flora train will no longer run.
I know Region tools will tell the worst offending scripts and objects+, but so far Dreamland has been no help in this. Is there any way I can get this information, maybe from Linden Lab?I don't want to completely dismantled my beautiful home to find a single or maybe two hoggy scripts-- and if it's just too many scripts, I need to know that too!
Thanks in advance.
Cheyenne Palisades
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SqueezeOne Pow
World Changer
Join date: 21 Dec 2005
Posts: 1,437
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08-07-2007 16:01
Have you checked out ctrl+shift+1? That can help you figure out what kind of lag is going on.
Not a complete answer for ya but at least gives you something to work with!
Also, I have noticed a bit of added sim lag in both of the places I have property so it may be related to the recent issues SL has had.
Good luck!
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Wilhelm Neumann
Runs with Crayons
Join date: 20 Apr 2006
Posts: 2,204
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08-07-2007 16:02
have you got autoreturn set? lately there is an interesting griefer trick tol ag sims out and the land tools dont show the objects either. Items are rezzed at 700M above ground to lag out the sim. This happened on my sim as my neighbour had their autoreturn of so some guy or guys rezzed a bunch of sim lagging items which eventually brought the sim down over time.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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08-08-2007 06:18
Well, I made an uninvited housecall to Forsaken. (I even rode the little Pele People Mover train... sorry, couldn't figure out how to put it back at the station.  ) Anyway, the lag is *all* physics... and the good news is that there don't seem to be all that many physical objects in the sim (just from casual inspection with beacons). I'd be a bit suspicious of a "2 lb Perch" (and another "2 lb Roach" ?) from Splash Aquatics that seems to be cycling sculptmaps (cute trick, but no idea what it does to Havoc... one would think nothing--especially since it's phantom, but who knows?). There's also "Chey's Balance (Blade)" that seems to up the physics lag pretty dramatically if one sets it a-wobbling. And "The Rezzer Of Rezzed Huge Delicate Tropical ~ Copyable" is physical for no reason I can concoct. I didn't see any non-phantom megaprims, but that might also lead to Havoc lag... I think. Could be something else, but I bet whatever it is, it's physical.
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Cheyenne Palisades
Registered User
Join date: 28 Oct 2006
Posts: 17
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Thanks for the replies
08-08-2007 08:16
Yesh, I use the sim stats (CTRL-SHIFT 1), and the sim is consistently running at 39 fps and .85 time dilation. I have turned off the rezzers and removed all but one megaprim, which is set to phantom. Thank for the tip on the physics. I will disabled physical items like the balance blade and see if that makes a difference.  Chey
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Cherry Czervik
Came To Her Senses
Join date: 18 Feb 2006
Posts: 3,680
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08-08-2007 10:13
Do huge prims really cause so much problem?
I mean REALLY cause a lot?
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Aminom Marvin
Registered User
Join date: 31 Dec 2006
Posts: 520
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08-08-2007 10:25
From: Cherry Czervik Do huge prims really cause so much problem?
I mean REALLY cause a lot? No, they don't. Only people who have not worked with megaprims think they do.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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08-08-2007 10:26
From: Cherry Czervik Do huge prims really cause so much problem? They only rarely have lag impact unless they're non-phantom *and* there are physical objects (or avatars) moving around them, which can cause lots of extra (unnecessary) work in calculating collisions. Another source of aggravation can be trouble rezzing objects (not the lost inventory thing) against or on top of them--also apparently because the collision envelope is too hard to compute. The work-around for that is to first Create a plywood cube (say) on top of the mega-prim and then rez on top of that cube. (Mega-prims are far from the only things with such problems. Try rezzing on the inside of a hollow cube sometime!) They're tricky to work with, too, because carving them down to size with cuts, dimples, and hollows leave what *look* like voids, but may not necessarily be void, as far as collisions are concerned. (Again, you can get the same effect with standard sized prims: Try walking up a "spiral staircase" made from a hollow Tube with negative skew.)
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Ava Glasgow
Hippie surfer chick
Join date: 27 Jan 2007
Posts: 2,172
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08-08-2007 11:44
From: Aminom Marvin No, they don't. Only people who have not worked with megaprims think they do. My experience is that the GIANT mega-prims CAN cause problems: rendering errors in the sky, and anti-grav problems when they are not phantom. In both cases, I'm referring to the sim-sized or larger mega-prims, and at least for the sky artifacts, it only happened while inside the prim. That said, I see plenty of people using 50x50's with no apparent problem. I did see extreme overuse of them (a skyscraper with about a hundred 100x100 and 50x50's, all non-phantom) associated with a marked increase of prim-ghosting in the sim, but the evidence is anecdotal for this one (problem came and went with creation and removal of said skyscraper, but we have not repeated the experiment to see if the association continues). As for lag, I can't say... my computer is so under-powered that lag is just a way of life for me. 
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Honeyrider Cortes
Registered User
Join date: 10 Jun 2007
Posts: 1
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Object Collisions
08-15-2007 01:03
What about the issue of object collisions. I can disable them and then the performance is quite better, but this is just a quick fix not a real permanent solution.
So my q's are: what are exactly object collisions, what causes them and why do they hog so much sim performance on the havoc engine?
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Markubis Brentano
Hi...YAH!!
Join date: 15 Apr 2006
Posts: 836
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08-15-2007 03:35
From: Ava Glasgow My experience is that the GIANT mega-prims CAN cause problems: rendering errors in the sky, and anti-grav problems when they are not phantom. In both cases, I'm referring to the sim-sized or larger mega-prims, and at least for the sky artifacts, it only happened while inside the prim. That said, I see plenty of people using 50x50's with no apparent problem. I did see extreme overuse of them (a skyscraper with about a hundred 100x100 and 50x50's, all non-phantom) associated with a marked increase of prim-ghosting in the sim, but the evidence is anecdotal for this one (problem came and went with creation and removal of said skyscraper, but we have not repeated the experiment to see if the association continues). As for lag, I can't say... my computer is so under-powered that lag is just a way of life for me.  I've had anti-grav issues with 20 x 20 mega prims.
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