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Script Limits? Information required urgently!! |
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Harriet Gausman
Registered User
Join date: 8 Jan 2008
Posts: 20
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12-29-2008 14:34
The new Homestead tier rates will take effect on January 5th - where is the information on script limits? LINDENS - THIS INFORMATION MUST BE SHARED IMMEDIATELY. If not, all hell will break loose come the 5th and you already have some extremely angry residents.
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Puck Rickenbacker
Registered User
Join date: 17 Oct 2006
Posts: 55
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12-29-2008 15:18
You are not the first to ask, and they are still not answering. Personally, I think they themselves have no clue what the final limits will be. That, or it's so bad they are scared to tell us until they have to.
We're all in the dark on this one. |
Matthew Dowd
Registered User
Join date: 30 Jan 2007
Posts: 1,046
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12-29-2008 17:22
More importantly, I suspect that LL hasn't implemented any server side code to implement script restrictions. It isn't particularly clear (to me at least), how such code work without causing some nasty consequences (particularly to any scripts which perform any financial transations).
Matthew |
Argent Stonecutter
Emergency Mustelid
![]() Join date: 20 Sep 2005
Posts: 20,263
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12-29-2008 17:41
Given that they already have code to throttle scripts, it seems to me that parameterizing that existing code would be better than adding a new throttle on the number of scripts.
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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12-29-2008 17:49
I know that Simon Linden was, a few months ago, prototyping some sim code that would drop the FPS of a sim if nobody was on it and it wasn't really doing anything - there not much need to keep a sim spinning at 45FPS of doing nothing..
Last I heard, this was sorta on-hold for a bit. The code itself worked just fine but it really messed up their back end metrics. Apparently, they've lots of monitoring thingies back at LL that looks at FPS and various other meters on all the sims in SL and generate reports for the grid monkeys and the suits. Having a ton of sims drop down to, say, 15FPS or so, really screwed up the charts. Maybe the delay it's something related to that sorta problem where the throttling is acting as-advertised but it confuses the grid-monitoring code.. Given that they already have code to throttle scripts, it seems to me that parameterizing that existing code would be better than adding a new throttle on the number of scripts. I'm not convinced they already have code to throttle scripts. Not in the context of openspace/homestead sim limits anyway. The code they do have is probably very old and slightly magical aka 'finiky' and 'difficult to change without breaking stuff.' |
Argent Stonecutter
Emergency Mustelid
![]() Join date: 20 Sep 2005
Posts: 20,263
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12-29-2008 18:51
They definitely have code to throttle scripts. It's not been so long since they implemented it (a couple of years at the most) and the impact was REALLY obvious and effective. Instead of high script times lagging the sim down, script time basically topped out and when you DID get script related lag problems it only effected other scripts.
_____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
Gordon Wendt
404 - User not found
![]() Join date: 10 May 2006
Posts: 1,024
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12-29-2008 18:55
1.24.9 which rolled out today and which is going live across the last parts of the grid tomorrow morning lays the base work for this I think and they're actually pushing this out before getting 1.25.3 out specifically to get this done before Jan. 5. I'm assuming they'll tell us the specifics in the next few days after this has totally gone live and they can plug in the numbers.
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Kane Tank
Registered User
Join date: 5 Dec 2005
Posts: 117
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01-01-2009 12:55
I don't even know how they would restrict them unless they give them certain process time. Saying okay you can only use 5% of the CPU with scripts but then it would get complicated...
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Viktoria Dovgal
…
![]() Join date: 29 Jul 2007
Posts: 3,593
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01-01-2009 13:10
1.24.x and even 1.25 won't touch script limits, they won't even have something in place to take measurements until probably 1.26. After they get the measurements they'll start deciding what per-script limits might get rolled out. Memory usage has long been mentioned as a target, from past Linden explanations it would get pooled proportional to land size kind of like how the new HTTP server stuff is being done, and that would replace the current hard 64K limit.
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