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Scripts above 300m have less load on sim?

Candy Lisle
No one special just...
Join date: 26 Feb 2007
Posts: 110
10-20-2009 14:03
I've always heard that putting stuff up high makes it have little to no effect on the region as far as script time/lag. Is that true? If so, is that also true for homested sims?
Ceka Cianci
SuperPremiumExcaliburAcc#
Join date: 31 Jul 2006
Posts: 4,489
10-20-2009 14:09
all i know is i live about 3k meters most of my SL because it's nice up there..the ground can be as laggy as crap and 3k up i'm not feeling a thing..
not sure about script time because my lag is mostly graphics card frame rate stuff..but i would think if it is the same server it would have the same amount of draw on resources no matter where it was..

i'm no major scripter or anything like that..but the way i see it is if it is in the same can it is taking up just as much room at the top of the can as it would at the bottom heheheh :D
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
10-20-2009 14:15
Nope. (^_^)

Script load is script load. (^_^)

What DOES change is that water, land, and most trees will be culled by draw distance and your on-screen FPS will improve. (^_^)y
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
10-20-2009 15:01
Generally speaking, it won't matter where on a sim a script executes; it will generate the same lag regardless. For very special scripts, however, being far removed from ground level might have a slight advantage, just because there's less stuff up there with which to collide. That should be mostly limited to scripts that do physics, although I suppose scripts that rez other non-physical objects or move them around might make the sim do less work if there are fewer physical scripted objects (or especially avatars) anywhere nearby, and that might be more often the case in the sky.

If we assume that there are fewer avatars around at higher altitudes, I guess lots of scripts slow down the sim less, the fewer agents there are around to watch them. That's not "script lag", and probably wouldn't be noticeable anyway, but it is a sim-side effect.

(To be really anal about it: There are some scripts that do special stuff only when they're close to ground or water level. Personally, I can only recall doing that in some non-standard vehicle scripts.)
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Indeterminate Schism
Registered User
Join date: 24 May 2008
Posts: 236
10-21-2009 00:25
From: Qie Niangao
..., I guess lots of scripts slow down the sim less, the fewer agents there are around to watch them.


Presumably the same with sound scripts - a tree falling in the forest makes no sound if there is no-one to hear it. So that answers that old question!
Sassy Romano
Registered User
Join date: 27 Feb 2008
Posts: 619
10-21-2009 00:53
There's a mall where I rent where we all had to move to a mall in the sky because it was claimed that "putting all of the scripts away from the role play area would reduce lag". When I tried to explain that scripts run on the sim processor no matter where they are, I was asked "then why do all the best sims do this?".

Ever since then, i've made a point to run Word in the lower left of my screen, put Outlook at the bottom right, and when I want to calculate something in Excel, I put it at the top of my screen. It works *so* much better.

*smiles*
Candy Lisle
No one special just...
Join date: 26 Feb 2007
Posts: 110
10-21-2009 07:29
The two scripted items I usually put in the air are my intan and my wolfhaven dance machine. I don't know if it helps at all now. They both use remotes which I put in the ballroom.
Sassy Romano
Registered User
Join date: 27 Feb 2008
Posts: 619
10-21-2009 12:33
it makes no difference, none, nothing, zero, zip, diddly squat
Mandy Medusa
Registered User
Join date: 21 Jan 2007
Posts: 118
10-27-2009 15:33
Scripts run on the same processor no matter where they are physically located in the region.

If the script performs functions that depend on the vicinity of land/water/other avatars there may be a slight advantage (or sometimes a disadvanage) placing it high up in the region.

A script that has a active sensor running for example is less likely to activate the sensor event and more likely to activate the no_sensor event if its high up. The code in these events determines how much lag it will produce. Most of the time the code will be in the sensor event and therefore script time will be slightly reduced if the script is high up (and no avatars are within sensor range). Of course nothing usefull will be happening then so the saving is a bit acedemic.

When you "live" 3 miles up everything seems to be less laggy though... and thats easily explained. There are several different issues that can cause lag. Script usage is only one of them. The physics engine can cause lag (lots of physical objects colliding will cause a near standstill of all physics). And textures can cause lag. Some people use 1024*1024 textures and if there are lots of those they have to be dowloaded to your viewer (and everyone elses viewer) This will cause bandwith related lag. Lots of animations playing... same effect. Lots of sounds... same effect.

Sometimes the most laggy objects in a region are the avatars themselves! Beware of the avatar thats wearing prim hair,prim boots,prim clothing and multiple active huds while playing sounds and animations!
Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
10-28-2009 01:12
RP sims put the stores up high because it does reduce lag for players, not by scripting, but by reducing rendering, it also gives double the floor space of course.
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Candy Lisle
No one special just...
Join date: 26 Feb 2007
Posts: 110
10-28-2009 06:12
So it seems like the only advantage of being up high is less to load around you makes it seem less laggy.
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