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temp prim rezzers zapped?

Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
02-04-2009 08:46
From: Sling Trebuchet
Oh now!
Come along!!
Are you seriously telling us that just because you and others actually tested the effects, that you know more about it than Phil?
ooOooo. Don't bring me into it. I not talking about temp rezzers or performance. I'm only talking about the small-minded, self-centered people here - those who laughably believe that they know better than LL about it all. Y'know - those people who want things their way and invent stuff to argue that way. Your problem is that you have an obsession disorder, Sling - well one of your problems.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-04-2009 08:55
From: Phil Deakins
You see how they think now?
Yes, I see how you think.
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Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
02-04-2009 10:23
From: Tarina Sewell
I use underwater vegitation temp rezzers and floral... So, this is against TOS?


It depends. Are they being used to generate objects with permanence? If so, then very likely. Almost certainly if the goal was to exceed the permanent prim allotment.
Beverly Ultsch
Registered User
Join date: 6 Sep 2007
Posts: 229
02-04-2009 10:37
The operative word here is temporary, they are meant for things that will be temporarry
re- rezzing a 200 prim object i(every 50 secs) s not temporary it is an attempt to beat the rules, that should be obvoius to anyone with half a brain.

sorry if my spelling is bad dont come after me Pep.
Feldspar Millgrove
Registered User
Join date: 16 Nov 2006
Posts: 372
02-04-2009 10:43
From: Marcel Flatley
Well if one simply thinks what a temp-rezzer does, it seems quite obvious that they do put a big load on the system.


It's obvious that it has to put some kind of load on the sim: objects are being
rezzed and a script is running. (While a similar load may be placed when an
avatar uses a building tool script, that's not happenning every 60 seconds.)
If it's on a server that you are sharing with other people, rather than your
own private island sim, then this can be very anti-social.

What is not obvious at all is how it loads the rest of "the system",
especially the database, the asset servers, and adjoining sims
and their remote agents, and the network.

When a temp prim is deleted (after GC in about 60 seconds), it does
not touch the asset server like a normal prim. This makes me wonder
how it touches the asset server during the rest of its lifetime. I am also
pretty sure that the asset server is not necessary to assign it a GUID.
Is the asset server touched just once? How does the caching work?
If it's more than once, is it the same operation as for a regular prim?

Are temp rezzed prims handled any differently from the standpoint
of adjoining sims? As for the network, I suspect it's in the noise
on any large view, but I wonder about the impact at the Viewer end,
and at the db/asset bottlenecks.

These are technical questions that would shed some light on the performance
issues of temp-rezzed prims. So far, it seems that nobody on this forum has
the knowledge to answer them. It would have to be someone who is familiar
with the internals of the sim and other server code and the network provisioning.

Temp-rezzing is intended to be used, and not just for one purpose.
Anything can be abused. It would be good to understand what the
parameters are and how to measure the cost-benefit of a given instance.

Broad advice concerning "cheating" sounds agreeable to me, but that
can't take you very far, because we know that the Lindens don't go
around deleting ALL temp-rezzers that make things, and they also do
sometimes delete ones that would seem harmless like vendors.
Piggie Paule
Registered User
Join date: 22 Jul 2008
Posts: 675
02-04-2009 11:08
As I said, I had a large 20m circle of tall bright sunflowers being temp rezzed.
The sunflowers Themselves were 2 prims (flexi) with transparant backgrounds.
They were being permanatly rezzed all day long and it was only sue to all this talk that I realized what was going on and have removed them for good.
I could actually see a different in the sim time dilation figure by just removing MY area of flowers!

Having been through everything else I have "running" so to speak.

My other things are particles (fountains / floating firefly lights / fire smoke) which is just particle based and hence (as talked about here) is all client side so zero loading.

I did wonder about a butterfly (and another type) poofer as they LOOKED like prims with a transparent background, but I could not click on them. I've since learned (unless anyone wishes to correct me) that you can have particle based poofer things, but they CAN hold a texture so they look like something (picture) as opposed to a normal particle ball of light/mist.

I've also made most of the things that rotate "Phantom" also, so I feel I've personally done all I can on my plot. :)
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