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Effects of temp rezzers on sim performance |
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Tarina Sewell
Just Browsing Thank you
Join date: 20 Jul 2007
Posts: 2,180
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09-14-2008 16:31
Does anyone have opinions on using temp rezzers on sim performances?
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Cal Kondo
Low impact
Join date: 7 Oct 2006
Posts: 143
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09-14-2008 16:59
Yep, I used to have some Klingons living next door. They had a fleet of 4 spaceships on temp rez. Once a minute the sim would slow down to 12 FPS as these things re-rezzed. It was quite annoying.
I filed a support ticket and they were removed. I never actually saw the Klingons, maybe they were on a mission. |
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Crunch Underwood
Mr. Grown up, Go away sir
Join date: 25 Sep 2007
Posts: 624
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09-14-2008 17:07
your joking? 4 full sized spaceships, thats just mad
i'v used them befor in my old swamp, a few of my higher prim trees were in them. 2-3 seemed to be fine, any more than that tho and you could deffinatly feel the frame rate drop. obviously things that take longer to rez will impact more as well, eg. things with scripts, flexi prims, large textures, ect. ect. -Crunch _____________________
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So your final Nimbus Score is 8.15, a quite remarkable achievement for a biped. Congratulations Crunch, you should be very proud. ![]() |
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Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
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09-14-2008 17:42
I have a big build next to my sky store. It re rezzes every minute. I don't even notice it and it's probably better now with mono as things do rez faster.
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SCOPE Homes, Bangu
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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09-14-2008 17:45
Tarina, the effect of temp rezzers really depends on what they're rezzing, how often they're doing it and what else is happening on the sim at the time..
I have a big build next to my sky store. It re rezzes every minute. I don't even notice it and it's probably better now with mono as things do rez faster. Mono shouldn't impact it at all.. |
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Solomon Devoix
Used Register
Join date: 22 Aug 2006
Posts: 496
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09-14-2008 18:39
Yep, I used to have some Klingons living next door. They had a fleet of 4 spaceships on temp rez. Once a minute the sim would slow down to 12 FPS as these things re-rezzed. It was quite annoying. I filed a support ticket and they were removed. I never actually saw the Klingons, maybe they were on a mission. Hmm. Me, too... wonder if it's the same bunch? It took a couple of prodding of the Lindens, but they finally spoke to the Klingons, who agreed to remove the 580+ prim temp-rezzed-once-a-minute fleet of ships. _____________________
I dont know what the actual answer is.. I just know LLs response was at best...flaccid. That's a very good way to put it, and now I know why we still haven't seen the promised blog entry... ...the Lindens are still waiting for their shipment of Lie-agra to come in to firm up their flaccid reasoning. |
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Storyof Oh
Registered User
Join date: 14 Apr 2007
Posts: 139
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09-14-2008 18:45
Few realise that temp rezzing is however limited...500 prim max on large parcels and a lesser mathematical calculation for smaller lands..many only realise this when items only rez for seconds with gaps inbetween.
The real bugbear is that SL has advanced in creativity and the parcel prim limits are too small. The average newbie gets their 512, puts up the house a fireplace and easy chair then realises they have filled the parcel. A rezzer becomes a necessity. |
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Faithless Babii
Iam F.A.B
Join date: 5 Feb 2007
Posts: 1,079
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09-14-2008 18:48
ive endured the temp rez issues....and have now banned the use of them from my island. Aside from the slowing everything down to a crawl as all the gear re-rezed every minute..some makes seemed rather problematic...re rezzing multiples of items until once a parcel was filled with stuff and items started being returned.
I dislike them with a passion Live within your prim allocation...or buy bigger?Fai x _____________________
I'm tired of all this nonsense about beauty being only skin-deep. That's deep enough. What do you want, an adorable pancreas?
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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09-14-2008 20:23
A rezzer becomes a necessity. Uh.. No. Buying more land or having less stuff out becomes a necessity. ![]() |
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Caliandris Pendragon
Waiting in the light
Join date: 12 Feb 2004
Posts: 643
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And another problem with temp rezzers....
09-15-2008 00:05
Quite apart from the lag problems of temp rezzers, there is the problem of prim limits.
Originally, temp-on-rez prims were additional to proper prims and you could use an unlimited number of them, no matter how small a parcel you had. Unfortunately both griefers and non-griefers worked on a variety of systems to make temp on rex prims permanent, and so the rules were changed, to give a limit on temp on rez prims that could be used. Unless something changed when I was looking the other way, the result of the changes to temp rez limits that the Lindens made many months ago, was to give sims a hard limit of 15,000 prims. That means, if you have a parcel on a sim, that your temp rezzer is actually taking the prims from the total available for the sim. If you use all 500 temp-on-rez prims available on the sim, that will men that there are 500 fewer prims available, sim wide. As most people operate slightly below their prim limit, this may well mean that you are taking up all the spare prims, and that people will be unable to use their full prim limit. I have been on parcels where there were 100 or more prims free in theory, and yet it was impossible to rez anything. The message has to be not to use them unless you own the sim... in which case temp rezzers aren't really relevant as you will have the real prims to use. _____________________
Numbakulla: Pot Healer's Mystery, free to play and explore
http://caliinsecondlife.blogspot.com/ http://www.nemesis-content.com]Nemesis Content Creation _________________________________________________ The main obstacle to discovery is not ignorance, it is the illusion of knowledge~Daniel J. Boorstin |
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
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09-15-2008 00:18
Few realise that temp rezzing is however limited...500 prim max on large parcels and a lesser mathematical calculation for smaller lands..many only realise this when items only rez for seconds with gaps inbetween. |
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
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09-15-2008 03:18
Some months ago, the 15,000 hard limit was being changed so that temp prims would be additional to it, rather than have to fit within it. It was to happen in an update, and presumably it's happened.
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
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09-15-2008 03:24
Some months ago, the 15,000 hard limit was being changed so that temp prims would be additional to it, rather than have to fit within it. It was to happen in an update, and presumably it's happened. Hey Phil that definitely needs documentation to be believed, otherwise please don't pass that around as 'possible' fact, you should know better than that, just saying ![]() _____________________
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
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09-15-2008 03:45
Hey Phil that definitely needs documentation to be believed, otherwise please don't pass that around as 'possible' fact, you should know better than that, just saying ![]() |
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Cherry Czervik
Came To Her Senses
Join date: 18 Feb 2006
Posts: 3,680
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09-15-2008 04:46
Having messed with temp rezzers for foliage and blocking out unsightly crap, now that I have openspace I'll only have certain things on temp rez i.e. Svarga's finest beehives and bird nests. Don't need anything else and if I do then need to be conservative with the prims to make it so.
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To exchange power is sublime. To steal from another ... well, what goes around comes around.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-15-2008 06:41
See http://jira.secondlife.com/browse/SVC-1166 for more info on the supposed relaxing of the limitation on temp prims. See also http://blog.secondlife.com/2008/03/07/havok4-early-adopter-update-rc0-of-the-new-second-life-simulator-with-15-fixes-2008-03-07/ for a Blog entry that seems to state that they don't count against region prim limits any more.
The blog reported that the RC0 'early adopter' Havok 4 release included "SVC-1066", which was to fix temp-on-rez prims counting against region sim limits. But "SVC-1066" is about a completely unrelated "page not found" problem. I did a search of the JIRA, and the closest I could find was "SVC-1166", which is still OPEN and not resolved. In that ticket, the person who opened it made this statement: Individual parcel owners within a sim can use temporary prims according to the following formula: temp_prim_limit = prim_limit - current_prim_count + min( 0.5 * current_prim_count + 400, 1000) These are allocated over and above the normal prim limit for the parcel, and it is implicit in the calculation that they should not count against the sim prim limits. However, these temporary prims *are* counting against the 15,000 sim limit, so that parcel owners using temporary prims can prohibit other parcel owners on the sim from using their normal prim allocation! This is a serious problem for many parcel owners at this time. Reproduction: =========== 1. Fill a region with 14900 prims 2. Rez a 255 prim temporary object 3. Try to create a prim 4. Receive "Server full" message. I think they may have experimented with "fixing" that in the RC0 Havok 4 release, but the fact that this ticket is still open implies that it didn't make it into the final code for the Havok 4 server release. _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
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09-15-2008 07:23
Excellent info, Ceera. The blog entry is where I read it:-
SVC-1066: Temp prims no longer count towards region prim limits Perhaps the SVC number was a typo or simply an error. It's hard to imagine that the words were typed by mistake. It would be interesting to know for sure. I think it's reasonable to assume that the words are correct though. |
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-15-2008 08:03
Further follow-up:
In JIRA ticket SVC-1477, which is marked as resolved, we have the following statement: kelly linden - 03/Mar/08 01:57 PM Although it may look different, there is a single check point for "can we add this object here" that verifies both region and parcel limits, and which had a logic error in one case. I fixed this internally last week, it should go out with the next update. So Kelly says he did fix a logical error in the Havok 4 routines that check for a parcel full error, so it identifies temp prims before checking the total in the parcel or in the sim for limits. The bug, based on the other discussions, was that before this fix, it checked for a parcel full limit before bothering to see if any of the prims were temp. ============= So... It seems they DID fix the issue of temp-on-rez prims stealing available prim count, both on the parcel and on the sim-wide basis, as part of the Havok 4 release. But use of temp-rezzers to keep an object in place full-time still is unwise. They are fine for a holovendor that only rezzes something on-demand, to be looked at, and then allows the item to de-rez when the client goes away. They are fine for something that only rezzes a handfull of one-prim fireflies or falling leaves. But a rezzer that constantly re-rezzes the same object every 60 seconds is still going to cause sim performance spikes, especially if the object in question is a high-prim one. Because it is still asking the sim to rez a complex object every 60 seconds, and at the overlap point there is a gap of a few seconds where both the old copy and the new one have to be tracked by the sim. Imagine the impact of having several rezzers in a sim, each of them rezzing the max allowed number of temp prims for their parcel. Several people have experimented with this, and they have consistently found that a temp rezzer that re-rezzes high-prim objects does cause a loss of server-wide performance. Bottom line. Temp-on-rez is safer than it used to be, and there are now per-parcel limits that seem to have been thought out with some consideration of their impact on server performance. But they should still only be used where necessary, and sparingly. _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
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09-15-2008 10:22
So it wasn't a change of policy towards temp prims, but a fix of a previous error.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-15-2008 11:12
So it wasn't a change of policy towards temp prims, but a fix of a previous error. _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
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09-15-2008 12:17
Excellent detective work, Ceera
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Briana Dawson
Attach to Mouth
Join date: 23 Sep 2003
Posts: 5,855
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09-15-2008 13:32
The real bugbear is that SL has advanced in creativity and the parcel prim limits are too small. The average newbie gets their 512, puts up the house a fireplace and easy chair then realises they have filled the parcel. A rezzer becomes a necessity. This is not true. Sculpties for sure have reduced the number of prims used all over the grid. People went from 20 prim stairs in their home to 1-2 prim sculpty stairs. Creators now use textures in ways that make you think you are looking at more prims than you really are. People on the grid are far more prim thrifty that my time. And that is a fact. _____________________
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