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Rolling Restart for 1.32

Dytska Vieria
+/- .00004™
Join date: 13 Dec 2006
Posts: 768
11-13-2009 11:27
The same time that spare time dropped to 0.0, Time Dilation went to 0.99 and has also been steady at that value for more than an hour now. I own the entire sim and know what 'normal' should be when I am the only one there.

Something's going on!
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
11-13-2009 11:39
From: Dytska Vieria
The same time that spare time dropped to 0.0, Time Dilation went to 0.99 and has also been steady at that value for more than an hour now. I own the entire sim and know what 'normal' should be when I am the only one there.

Something's going on!

LL could have a bug that reports that the sim fps is 10,000,000. That doesn't mean the sim is actually doing 10 million frames per second.

All I was asking was if this seemed to be a reporting problem or if there was also an actual performance problem there, too.

With a time dilation of 0.99, it sounds like the sim is pretty happy.
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Triple Peccable
Registered User
Join date: 7 Jul 2007
Posts: 70
11-13-2009 11:43
From: Meade Paravane
I think there's been a few issues with correctly reporting things like script time lately.. Do you think these could be reporting errors (displaying the wrong number) or do you think that the sim is actually getting more load on it?

I am not seeing any indication that load has increased, but in my case there just isn't any way to tell. There was always spare time, so script related lag was non-existent before the reporting discrepancies started (which started a couple of days ago, it just seems worse after last night's restart). My script performance reporting tools report normal script performance.

The spare time in my main sim has recovered now to about 1.7ms, but before all the reporting glitches it was always around 12ms (unless several highly scripted avatars were present).
Dytska Vieria
+/- .00004™
Join date: 13 Dec 2006
Posts: 768
11-13-2009 12:11
From: Meade Paravane
LL could have a bug that reports that the sim fps is 10,000,000. That doesn't mean the sim is actually doing 10 million frames per second.

All I was asking was if this seemed to be a reporting problem or if there was also an actual performance problem there, too.

With a time dilation of 0.99, it sounds like the sim is pretty happy.


It seems to be a reporting problem as performance does not seem to be affected. 0.99 is good, but normally it's at 1.00.
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Tristin Mikazuki
Sarah Palin ROCKS!
Join date: 9 Oct 2006
Posts: 1,012
11-13-2009 22:41
Can we please get the Second Life Planned Outages Calendar back on the grid status page?
Miro Collas
Registered User
Join date: 28 May 2007
Posts: 73
11-13-2009 22:48
And now we have a new round of restarts announced - this time in advance. Yet still not one comment on the issues being reported here.
Ayesha Askham
A Curious Squid
Join date: 23 Apr 2008
Posts: 25
I see - thanks!
11-14-2009 04:01
From: Argent Stonecutter
No, that's expected. Each clothing layer is first downloaded and rendered for you, then baked and uploaded and set as your baked layers... and then that gets downloaded and displayed.


Thanks Argent, my ignorance is great, but growing less. It's the sslloowwness of it that made me notice, really.
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