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script perf

Jumpman Lane
JUMPY!!!
Join date: 7 May 2007
Posts: 2,114
08-21-2007 11:43
what does script perf mean when you hit ctrl shift 1, and is the sim ok when the numbers are in the 100,000's or even the 1,000,000's?
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Ya girlfriend says she loves meh! But it's just the jewlreh! Multicolored carots got ya girlfriend kinda curious!
Incanus Merlin
Not User Serviceable
Join date: 12 Apr 2007
Posts: 583
08-21-2007 12:10
Got dam! jumpy ya SLMF!! ya ownin up to no clew??? ya'll gonna be PWNED boi!!

(OK OK ..... poor imitation...... :D)
Ravenhurst Xeno
Consiracy with no purpose
Join date: 20 Jan 2007
Posts: 147
08-21-2007 12:11
From: Jumpman Lane
what does script perf mean when you hit ctrl shift 1, and is the sim ok when the numbers are in the 100,000's or even the 1,000,000's?

It means the sim isn't too busy and has a lot of time to run scripts. That number is the actual number of opcodes executed in the last second.
Jezabell Barbosa
Muah™
Join date: 11 Mar 2007
Posts: 896
08-21-2007 12:13
From: Incanus Merlin
Got dam! jumpy ya SLMF!! ya ownin up to no clew??? ya'll gonna be PWNED boi!!

(OK OK ..... poor imitation...... :D)



no that was rather accurate
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Incanus Merlin
Not User Serviceable
Join date: 12 Apr 2007
Posts: 583
08-21-2007 12:20
From: Jezabell Barbosa
no that was rather accurate


Thank you Jezabell.... candy stripe panties and a sticky lolly for you :D
Jumpman Lane
JUMPY!!!
Join date: 7 May 2007
Posts: 2,114
08-21-2007 12:47
shut up tards :P i'm seekin real information! and thanx Ravenhurst. The rest of you rodeo clowns keep lookin funny and dodgin bulls and bull chips
_____________________
Ya girlfriend says she loves meh! But it's just the jewlreh! Multicolored carots got ya girlfriend kinda curious!
Jezabell Barbosa
Muah™
Join date: 11 Mar 2007
Posts: 896
08-21-2007 12:55
From: Incanus Merlin
Thank you Jezabell.... candy stripe panties and a sticky lolly for you :D


Yeah for me!!!
Thanks
_____________________
”Persons who find themselves disenchanted with the whole system of situational obligations in society may seek out those places where reverie is likely to be tolerated.” - Erving Goffman
Rhian Jenkins
An Alternate Alyx Sands
Join date: 28 Jul 2007
Posts: 129
08-21-2007 13:06
And there I thought Jumpy mistyped something and wanted to say script perv..... :D
Innes McLeod
Registered User
Join date: 8 Oct 2006
Posts: 190
08-21-2007 13:12
From: Jumpman Lane
what does script perf mean when you hit ctrl shift 1, and is the sim ok when the numbers are in the 100,000's or even the 1,000,000's?


It means that you have one or more scripts that are eating up huge amounts of resources. My home sim had a single script that took us from about 20,000 to near 700,000 ips. I called concierge and got a linden there in just a matter of minutes to locate the object and remove it.

I am surprised that you have not encountered serious problems with the sim with numbers that high. Most likely other scripts, such as vendors, are being slowed down by the rogue script.

IPS is a misleading number... it can be low because the sim is bogged down an unable to run very many instructions or it can be low because there are few, or no scripts running. If it is extremely high, it means that you have lots of scripts running, or a few scripts running in a very tight loop. In either case if you see above 50,000 you may have problems. I did a survey of random sims all over the grid, and found that almost all were below 50,000 ips.
Jumpman Lane
JUMPY!!!
Join date: 7 May 2007
Posts: 2,114
08-21-2007 13:19
From: Innes McLeod
It means that you have one or more scripts that are eating up huge amounts of resources. My home sim had a single script that took us from about 20,000 to near 700,000 ips. I called concierge and got a linden there in just a matter of minutes to locate the object and remove it.

I am surprised that you have not encountered serious problems with the sim with numbers that high. Most likely other scripts, such as vendors, are being slowed down by the rogue script.

IPS is a misleading number... it can be low because the sim is bogged down an unable to run very many instructions or it can be low because there are few, or no scripts running. If it is extremely high, it means that you have lots of scripts running, or a few scripts running in a very tight loop. In either case if you see above 50,000 you may have problems. I did a survey of random sims all over the grid, and found that almost all were below 50,000 ips.
i went to some of the popular places and the highest number i saw was 65,000 and this is when the sim i was origionally on was fluctuating between 140,000 and 170,000. Today it was way higher. Thanks a lot Innes. That really helps.
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Ya girlfriend says she loves meh! But it's just the jewlreh! Multicolored carots got ya girlfriend kinda curious!
Lexxi Gynoid
#'s 86000, 97800
Join date: 6 Aug 2007
Posts: 3,732
08-21-2007 13:29
From: Jumpman Lane
i went to some of the popular places and the highest number i saw was 65,000 and this is when the sim i was origionally on was fluctuating between 140,000 and 170,000. Today it was way higher. Thanks a lot Innes. That really helps.

Quoted before Jumpy remembered to rewrite this into "Jumpy-speak"™
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Learjeff Innis
musician & coder
Join date: 27 Nov 2006
Posts: 817
08-21-2007 13:47
Do you mean, the script opcodes per second (or something like that?)

There are a lot of stats in that page, and I'm not sure which one you're talking about -- is there really one called "script perf"?

Anyway, the theory is that big numbers are good, the sim is cooking away nicely at your scripts. However, I read on this forum about a bug where the numbers would jump WAY up into the 100K's or higher, and sim behavior would go south. It's a sim bug, IIRC, and takes a sim reset to fix.

Try searching the forum for the actual term in the stats display. This was a fairly recent post, within the last month.

I believe typical healthy numbers are closer to the low 10K's, and lower if scripts are doing a lot of "hard stuff". This counter counts LSL internal opcodes, or instructions. Some ops are very simple and others are rather complex (take more simulator CPU cycles). So, you can't generalize too much about this number, but if it goes really low your scripts will be hosed!

As an example of opcodes, and adding a little guesswork based on other languages, a statement like

i = i + 1;

generally compiles into two opcodes, an add and an integer-store, with two arguments to each opcode. These are relatively simple & fast ones.
Learjeff Innis
musician & coder
Join date: 27 Nov 2006
Posts: 817
08-21-2007 13:50
My guess is if you execute this:


CODE

integer i;
default() {
state_entry() {
for ( ; ; ) {
i = 0;
}
}
}


and run a lot of copies of it, your IPS will jump way up.

Note that the sim won't let a single script hog the CPU -- it will let others get a word in edgewise -- so I suspect it takes a number of such scripts running to really shoot the numbers up.
Har Fairweather
Registered User
Join date: 24 Jan 2007
Posts: 2,320
08-21-2007 14:15
Jumpman made an intelligent post asking a good question in a civil manner. I suggest we treat him accordingly this time.

...And maybe ol' Jump will even give you a discount if he ever offers a course in Ebonics-speak.
Jumpman Lane
JUMPY!!!
Join date: 7 May 2007
Posts: 2,114
08-21-2007 14:38
From: Learjeff Innis
Do you mean, the script opcodes per second (or something like that?)

There are a lot of stats in that page, and I'm not sure which one you're talking about -- is there really one called "script perf"?

Anyway, the theory is that big numbers are good, the sim is cooking away nicely at your scripts. However, I read on this forum about a bug where the numbers would jump WAY up into the 100K's or higher, and sim behavior would go south. It's a sim bug, IIRC, and takes a sim reset to fix.

Try searching the forum for the actual term in the stats display. This was a fairly recent post, within the last month.

I believe typical healthy numbers are closer to the low 10K's, and lower if scripts are doing a lot of "hard stuff". This counter counts LSL internal opcodes, or instructions. Some ops are very simple and others are rather complex (take more simulator CPU cycles). So, you can't generalize too much about this number, but if it goes really low your scripts will be hosed!

As an example of opcodes, and adding a little guesswork based on other languages, a statement like

i = i + 1;

generally compiles into two opcodes, an add and an integer-store, with two arguments to each opcode. These are relatively simple & fast ones.
there is something called script perf and refers to a number measured in ips under simulator when you hit ctrl shift 1, that is the number i am referring too and what #'s fluctuationg around 140,000 to 190,000 mean. and these seem to be the normal range in this sim, but not in others i've gone too
_____________________
Ya girlfriend says she loves meh! But it's just the jewlreh! Multicolored carots got ya girlfriend kinda curious!