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Estate Owners: What is a cautionary Time value in Top Scripts?

Elric Anatine
Full Lunar Alchemist
Join date: 27 Feb 2007
Posts: 381
01-16-2009 08:06
I have recently acquired several estate sims (two full region and two homestead). Coming from mainland ownership I am in the process of exploring some of the new land/estate tools.

My question is:

In reference to the Top Scripts (under Region>Estate), at what value should I be concerned in reference to the Time column for an item?

One of the sims is already at a total Frame Time of 22.2, which I understand is high (25 being the maximum you wish to see).

I have no qualms about writing creators and seeing if they can either provide a mod version of their items or assist them in properly idling their items (why a piano needs to be doing anything while idling, I have no idea).

However, with this new ownership, I would like to see that the regions run as efficiently as possible within reason (removing all scripted objects is not an option).

Thank you for your time and clarification.

Most sincerely,

Elric Anatine
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Dingthat Bellman
Stella's Mall
Join date: 19 Sep 2006
Posts: 183
01-16-2009 08:39
You should read the KB articles on this.
https://support.secondlife.com/ics/support/default.asp?deptID=4417
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Elric Anatine
Full Lunar Alchemist
Join date: 27 Feb 2007
Posts: 381
01-16-2009 08:48
Thank you.

Unfortunately, the link takes me to the main page and a search for ID 4417 turns up "No Results Found - 4417".

A search, however, turns up some information (nothing that I can find on "acceptable Time values", however) but what I am looking for are practical insights from estate managers. I'm sure LL has done all that they can to provide factual information, but I respect the opinions of the users far more.

Any further advice or helpful comments from others would be appreciated.

Thank you ever so much.

Cheers,
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Dingthat Bellman
Stella's Mall
Join date: 19 Sep 2006
Posts: 183
01-16-2009 09:58
The reason I forwarded you to that page is that script time is only part of the solution and the region/estate menu doesn't tell the complete story. If it's a 'red alert' script limit time you want then it's 25ms, this can be seen by clicking the '?' next to the scripts button on the R/E menu.
The stat's bat gives a more complete picture of the sim performance and the article, which can also be accessed from the suppport portal main page (link is called Reading the stat's bar) explains the inter-dependance.
In the 2 years I've had my islands the scripts have never exceeded 25ms, lag averaged over 1 hour which I log for 24 hours periods, generaly never exceeded 2% (apart from during SL blips). Peaks, of 4-5% have occured when there is a combination of multiple collisions and script time rises to 20ms.
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Desmond Shang
Guvnah of Caledon
Join date: 14 Mar 2005
Posts: 5,250
01-16-2009 11:45
Elric, anything over .100 is iffy, anything over .200 is heavy heavy usage, over .400 is getting nuts and if its above that... zap it now :)

But that may not be what's hurting you. Total scripts matter too. If you have over 4000 active, no matter how small - big trouble. See that in "View Statistics" - no estate controls required.

A zillion scripts of 0.010 are just as bad - something's got to keep track of all that :)

There are more subtle things - but that's for starters. Good luck!
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Elric Anatine
Full Lunar Alchemist
Join date: 27 Feb 2007
Posts: 381
01-16-2009 13:17
From: Desmond Shang
Elric, anything over .100 is iffy, anything over .200 is heavy heavy usage, over .400 is getting nuts and if its above that... zap it now :)

But that may not be what's hurting you. Total scripts matter too. If you have over 4000 active, no matter how small - big trouble. See that in "View Statistics" - no estate controls required.

A zillion scripts of 0.010 are just as bad - something's got to keep track of all that :)

There are more subtle things - but that's for starters. Good luck!


Thank you, Des. You answered my question perfectly. I'm certainly aware of cumulative script consumption and its effects, I was merely curious what Time numbers were considered good, bad and ugly (irrespective of quantities). You responded perfectly. I'm fascinated to see what items hog what resources and to what extent.

The Island is, in fact, running well, but the new tools are like toys, which I know you understand. /me chuckles.

Cheers.
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