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Script Perf - Question

Henry Grumiaux
Registered User
Join date: 23 Jan 2007
Posts: 142
02-03-2008 23:39
Well..at the Wiki...is something like how many instructions per second is being executed...or something like this...Ok

In a sim of a friend of mine...there is a 225000 ips...

on the others...numbers are in the range of 15k and 50k...

So, 225000 appear bad...right ?

Well...the total sim frame time is is 15.1....very low....and very good !

45 fps...1.0 time dilatation....

aparentlly is all okay...

So, I'm a bit confused and with some difficulty to interpret the Script Perf...

is 225000 bad even with the others informations appear good ?

Can someone tell me about these informations ? ty !
Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
02-03-2008 23:51
Scripts are scheduled in the time left after everything else has been taken care of in a sim.
The script run time is the actual amount of instructions that the scheduler CAN perform in this time left.

So if you have a sim with a lot of time left for scripts (e.g. quiet sim, no lag), then IPS will be high. If it's a very busy sim (e.g. not much time left for scripts) IPS will be low.


Script performance never lags a sim. It's the other way around, busy sims (lot of avies, lots of physics, lots of rezzing etc.) slow down the script performance.

Also remember script performance is not the same as the results of a scripted actions. E.g. a script that constantly rezzes stuff, usually only uses a few script cycles, but the lag the rezzing produces will slow down the sim.
_____________________
Champie Jack
Registered User
Join date: 6 Dec 2003
Posts: 1,156
02-04-2008 01:27
From: Damanios Thetan
Scripts are scheduled in the time left after everything else has been taken care of in a sim.
The script run time is the actual amount of instructions that the scheduler CAN perform in this time left.

So if you have a sim with a lot of time left for scripts (e.g. quiet sim, no lag), then IPS will be high. If it's a very busy sim (e.g. not much time left for scripts) IPS will be low.


Script performance never lags a sim. It's the other way around, busy sims (lot of avies, lots of physics, lots of rezzing etc.) slow down the script performance.

Also remember script performance is not the same as the results of a scripted actions. E.g. a script that constantly rezzes stuff, usually only uses a few script cycles, but the lag the rezzing produces will slow down the sim.


taken from the wiki:
From: someone
Script Perf - Number of LSL opcodes being executed a second by the simulator. Note that this is the number of ACTUAL instructions executed in the * last second, not the theoretical maximum opcodes/second. If your simulator is not running very many scripts, this number will be low even if performance is good.


source:

http://wiki.secondlife.com/wiki/Help:Simulator_statistics

The wiki indicates the the number represents the ACTUAL instructions executed, not the potential.

Can anyone clarify? I personally dont understand. For example, Phobos is boasting a Script Perf of about 1,500,000. It is not a very active sim currently.
Henry Grumiaux
Registered User
Join date: 23 Jan 2007
Posts: 142
02-04-2008 10:19
So, each more high is is the IPS, more idle is the sim ?
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
02-04-2008 13:45
From: Champie Jack
Can anyone clarify? I personally dont understand. For example, Phobos is boasting a Script Perf of about 1,500,000. It is not a very active sim currently.
First, that number almost has to be wrong: problems have been reported with the IPS numbers shown for a sim, which usually clear up after a sim is restarted. Unless Phobos has an early copy of Mono ( ;) ), that number is pretty unlikely.

Then, even if one is working with plausible IPS numbers, whether or not they are in "happy sim" territory is not easy to interpret. If there just aren't instructions to be executed--not many scripts running on the sim--those numbers will be low, and that's good. But low numbers can be bad if they arise because the sim is busy with physics, etc, keeping script execution to the minimum timeslice for scripts.

And, just to make it trickier: even though scripts can only compete with other scripts for execution time, what they do besides executing instructions can have a huge lag impact on the sim. Two sims with the same IPS can have very different lag, for example, if one of them is executing scripts that rez objects, do physics, etc., whereas the other one is just doing arithmetic.
Champie Jack
Registered User
Join date: 6 Dec 2003
Posts: 1,156
02-05-2008 21:58
From: Qie Niangao
First, that number almost has to be wrong: problems have been reported with the IPS numbers shown for a sim, which usually clear up after a sim is restarted. Unless Phobos has an early copy of Mono ( ;) ), that number is pretty unlikely.


You were right. Now 36 hours later the sim reports a Script Perf of about 1300, which is closer to expectations given the low level of activity there.

Thanks for your help :)