Marktplatz Lag
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Ulrika Zugzwang
Magnanimous in Victory
Join date: 10 Jun 2004
Posts: 6,382
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09-16-2005 10:06
The Marktplatz is lagging. How do we fix it? Suggestions have been to: - Raze or relocate the Secret Tiny City
- Rewrite vendor and Casino scripts
- Move the Casino
- Reduce the resolution of textures
Additionally, folks have been discussing the possibility of moving the Rathaus to the spot where the Casino currently sits, as it would look better in that location. What do you think? ~Ulrika~
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Ulrika Zugzwang
Magnanimous in Victory
Join date: 10 Jun 2004
Posts: 6,382
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09-16-2005 10:08
My personal opinion is that we Raze the Tinies city, the sooner the better, to prevent interference with the Expo. I'd like for Eugene to have a say before we do it though.
~Ulrika~
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Sudane Erato
Grump
Join date: 14 Nov 2004
Posts: 413
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09-16-2005 10:22
From: Ulrika Zugzwang - Reduce the resolution of textures
May I ask for clarification about this point? It is my understanding that, upon uploading, all textures are converted to JPG2000, which is a multi-resolution file format, and then displayed in SL in a resolution appropriate for the frame (i.e. is the texture distant, close, at an angle, etc). Is this the case? And if so, isn't it quite irrelevant what the uploaded texture sizes are, since SL is not displaying the tex's as they were uploaded? Sudane
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Pendari Lorentz
Senior Member
Join date: 5 Sep 2003
Posts: 4,372
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09-16-2005 10:28
From: Sudane Erato May I ask for clarification about this point? It is my understanding that, upon uploading, all textures are converted to JPG2000, which is a multi-resolution file format, and then displayed in SL in a resolution appropriate for the frame (i.e. is the texture distant, close, at an angle, etc). Is this the case? And if so, isn't it quite irrelevant what the uploaded texture sizes are, since SL is not displaying the tex's as they were uploaded?
Here is actually a great post from Flip that he posted in response to a question I had about texture issues: From: FlipperPA Pendari, I'll take a stab at explaining how all this texture size stuff works. Textures width and heigh are coverted to the nearest power of two. So, textures can be any combination in X and Y of (eliminating super small ones): 32, 64, 128, 256, 512, 1024 128x1024 is valid. 32x32 is valid. 1024x64 is valid... etc.  A 512x512 will (typically) load about 4 times as fast as the same graphic at 1024x1024. A 256x256 will (typically) load about 16 times as fast as the same graphic at 1024x1024. Also, due to compression and artifacting - and the sharpening filter SL uses - graphics will often look *better* at lower resolutions than the higher ones. Now, consider the problem I posted above, of the friend I had in our mall who just didn't know any better. She had, on a single 10 meter by 10 meter wall, forty 1 meter by 1 meter boxes, each with a different 1024x1024 texture displaying the item that was being sold. Since a 1024x1024 texture is 1048576 pixels, and a 256x256 texture is 65536: The sim was forced to send (1048576 times 40) = 41943040 pixels worth of data, instead of 2621440 pixels worth of data to every client. In this example, we reduced the pixels downloaded per avatar viewing from: 41943040 to: 2621440 You're looking at orders of magnitude now... now imagine having 20 people in the mall area. It goes up MUCH higher, again. This is why keeping your texture sizes small is so important... if you EVER want stuff to rez for people who don't have it cache'd on their hard drive.  Make sense?  -Flip Thread found here: /120/99/61800/1.html#post644994
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Kendra Bancroft
Rhine Maiden
Join date: 17 Jun 2004
Posts: 5,813
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09-16-2005 10:29
From: Sudane Erato May I ask for clarification about this point? It is my understanding that, upon uploading, all textures are converted to JPG2000, which is a multi-resolution file format, and then displayed in SL in a resolution appropriate for the frame (i.e. is the texture distant, close, at an angle, etc). Is this the case? And if so, isn't it quite irrelevant what the uploaded texture sizes are, since SL is not displaying the tex's as they were uploaded?
Sudane It's not the resolution of the textures in the kirche. It's the amount of textures unwisely applied.
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Sudane Erato
Grump
Join date: 14 Nov 2004
Posts: 413
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09-16-2005 10:31
Thanks much, Pen! That certainly answers the question! Sudane
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Kendra Bancroft
Rhine Maiden
Join date: 17 Jun 2004
Posts: 5,813
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09-16-2005 10:32
From: Ulrika Zugzwang My personal opinion is that we Raze the Tinies city, the sooner the better, to prevent interference with the Expo. I'd like for Eugene to have a say before we do it though.
~Ulrika~ My own feeling is to relocate the Tinies to a small gingerbread village located on what is now the EXPO grounds and can be turned into a Tiny's zoned area available for deed ownerships. Imagine --a Tiny purchasing a 512m plot could fit like six buildings.
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Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
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09-16-2005 10:43
From: Kendra Bancroft It's not the resolution of the textures in the kirche. It's the amount of textures unwisely applied. I was wondering about this also. I was afraid at first that it was the "new" fatchwerks that had different textures, that were putting a load on the server, but my store and sudanes house seem to load as fast as anywhere does. It seems like a general server lag to me, i.e- not just in the platz. I have no actual data or anything, just a feeling that maybe it is nburg-wide. Since the last time I remember the lag *not* being present, all the new houses in the valley have been added as well. Perhaps its just the sheer amount of new textures?
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Kendra Bancroft
Rhine Maiden
Join date: 17 Jun 2004
Posts: 5,813
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09-16-2005 10:55
From: Dianne Mechanique I was wondering about this also.
I was afraid at first that it was the "new" fatchwerks that had different textures, that were putting a load on the server, but my store and sudanes house seem to load as fast as anywhere does.
It seems like a general server lag to me, i.e- not just in the platz. I have no actual data or anything, just a feeling that maybe it is nburg-wide. Since the last time I remember the lag *not* being present, all the new houses in the valley have been added as well. Perhaps its just the sheer amount of new textures? No -- not the "amount" of textures. It's textures that are applied badly and textures that are too big. If you'll notice there is far less lag in "Altenburg" then on the platz. All my textures originate as no bigger than 600X600 and are rarely applied with more than 8 repeats per face. (and most often 1x1) Texture lag is generally a result of having to process poorly made and poor applied textures. "Altenburg" uses many many textures --but they are for the most part custom made for the surfaces they belong on --so very little resources are needed for the server to render them. Similarly, the new Schloss which will end up having more textures than god loads incredibly fast, because the textures are all below 4X4 ratio. The lag is definately on the Platz. Kendra zips along outside the city walls and in Altenburg, but can't move without great difficulty thru the platz.
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Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
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09-16-2005 14:01
From: Kendra Bancroft No -- not the "amount" of textures. It's textures that are applied badly and textures that are too big.
If you'll notice there is far less lag in "Altenburg" then on the platz. All my textures originate as no bigger than 600X600 and are rarely applied with more than 8 repeats per face. (and most often 1x1)
Texture lag is generally a result of having to process poorly made and poor applied textures. "Altenburg" uses many many textures --but they are for the most part custom made for the surfaces they belong on --so very little resources are needed for the server to render them.
Similarly, the new Schloss which will end up having more textures than god loads incredibly fast, because the textures are all below 4X4 ratio.
The lag is definately on the Platz. Kendra zips along outside the city walls and in Altenburg, but can't move without great difficulty thru the platz. Ah. well by "amount" (in regards the textures), I kinda meant the same thing so we agree.  The biggest problem I have is in making a texture (that "obviously" should not be square in RL), into a square texture in SL. I know that is how you are *supposed* to do it, but it just looks so wrong in PShop to smear out all your good work just to make it square. Because of that, I often upload textures where only *one* of the dimensions is on that scale, hoping that that is enough. Am I the only one that does that? This quote from another thread might be worth looking into for Nburg: From: another thread, probably Aimee ...I totally agree (this is why we enforce texture size limitations in Midnight City and I noticed they do the same in Amsterdam)... Something for us? I know I rarely go above 512 x512 for anything but it might be nice to make it "law"? I guess I could be wrong about the Platz, but I find it hard to think of anything down there that has tons of textures, unless the tinies themselves are actually present. Why should it lag if there are few scripts and the textures are all just smaller or identical versions of the same textures in the city proper? I notice that the church has tons of prims in use when fewer would do as well probably, do you think that might be it?
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Garnet Psaltery
Walking on the Moon
Join date: 12 Apr 2005
Posts: 913
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09-16-2005 14:29
*ahem* Not wanting to stir up controversy or anything but I am working on an alternative design for the kirche in case of need. I love having it there, I just think it could be simplified and a bit prettier. Please note this is not to criticise Bladedancer at all.
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Ulrika Zugzwang
Magnanimous in Victory
Join date: 10 Jun 2004
Posts: 6,382
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09-16-2005 19:06
When I added textures to the list, I was actually talking about my own. They are big. Big big big. I usually have them at at least 1024x768 in all my builds. What I'd like to do is upload an alternative set that's at 512x512 or 256x256 and see how that helps with my things on the platz.
I think we should also adopt a 512x512 pixel maximum resolution for all city builds and place it in the covenant. This will need to be something that's voted upon by the guild. What say you?
I think we all agree that the Tinies City is a lag beast. Shall I log in now and return it all?
Also, let's postpone all discussion of the church for now. It's on the agenda but it's a lower priority.
~Ulrika~
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Satchmo Prototype
eSheep
Join date: 26 Aug 2004
Posts: 1,323
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09-16-2005 19:17
Please add the 900+ Active Scripts to the Marketpltaz Lag issue list. We need to identify uneccesarry scripted items, rewrite critical ones and discuss ways to keep active scipt limits low.
I would say this is the biggest reason our SIM FPS is around 300.
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Ulrika Zugzwang
Magnanimous in Victory
Join date: 10 Jun 2004
Posts: 6,382
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09-16-2005 19:24
From: Satchmo Prototype Please add the 900+ Active Scripts to the Marketpltaz Lag issue list. We need to identify uneccesarry scripted items, rewrite critical ones and discuss ways to keep active scipt limits low. Would nuking the Tinies city take care of most of the problem? Aside from that we have two vendors, two ATMs, and the casino. I plan on releasing the vendor code as open source as soon as possible so other interested Nburgers can improve the code and make use of our web page to track sales. Perhaps we could all look through the code and make suggestions in the forum first before we officially release it. The casino is currently maintained by Eggy, who is quite skilled at creating low-lag scripts. I could discuss the topic with him and see what he thinks. My only concern is that he's quite a busy fellow and the Casino brings in very little income for him in proportion to the amount of work it requires to maintain. ~Ulrika~
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Garnet Psaltery
Walking on the Moon
Join date: 12 Apr 2005
Posts: 913
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09-17-2005 01:27
From: Ulrika Zugzwang I think we should also adopt a 512x512 pixel maximum resolution for all city builds and place it in the covenant. This will need to be something that's voted upon by the guild. What say you? I think we all agree that the Tinies City is a lag beast. Shall I log in now and return it all? ~Ulrika~
Maximum resolution is fine by me - I never go above that. Excuse my lack of knowledge but would it help just to move the Tinies' City? I'm happy to donate a plot temporarily at the bottom of the valley.
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Kendra Bancroft
Rhine Maiden
Join date: 17 Jun 2004
Posts: 5,813
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09-17-2005 04:40
From: Garnet Psaltery *ahem* Not wanting to stir up controversy or anything but I am working on an alternative design for the kirche in case of need. I love having it there, I just think it could be simplified and a bit prettier. Please note this is not to criticise Bladedancer at all. agreed. On it's own Bladedancer's church is a complete work of art!!!! I absolutely adore it --the problem is eventually, Neualtenburg will grow to a point where the church as currently exists will prevent further growth.
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Kendra Bancroft
Rhine Maiden
Join date: 17 Jun 2004
Posts: 5,813
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09-17-2005 04:47
From: Ulrika Zugzwang Would nuking the Tinies city take care of most of the problem?
Aside from that we have two vendors, two ATMs, and the casino.
I plan on releasing the vendor code as open source as soon as possible so other interested Nburgers can improve the code and make use of our web page to track sales. Perhaps we could all look through the code and make suggestions in the forum first before we officially release it.
The casino is currently maintained by Eggy, who is quite skilled at creating low-lag scripts. I could discuss the topic with him and see what he thinks. My only concern is that he's quite a busy fellow and the Casino brings in very little income for him in proportion to the amount of work it requires to maintain.
~Ulrika~ Nuke it, but announce that it is moving to an as yet undtermined location for a grand re-opening. Personally, I think the Guild should purchase land in the valley and build a gingerbread village for the Tinys. This accomplishes 2 things --privatised funding for the Guild --and the ability of the Guild to control future lag abuses. As Gildemeister, I'd be happy to float the Guild the purchase money, and negotiate appropriate paid responsabilities for this work to the members. In returning the Platz to good condition by moving the Tiny Village --we could feasibly end up with an even better Tiny village. I'd also like to designate under the Platz for an idea I'm working on for an underground mass transit system. Details on Proposal to appear soon.
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Satchmo Prototype
eSheep
Join date: 26 Aug 2004
Posts: 1,323
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09-17-2005 06:49
From: Kendra Bancroft Nuke it, but announce that it is moving to an as yet undtermined location for a grand re-opening. Personally, I think the Guild should purchase land in the valley and build a gingerbread village for the Tinys. This accomplishes 2 things --privatised funding for the Guild --and the ability of the Guild to control future lag abuses.
I like this idea.... can we vote to Nuke it tomorrow, and ensure the tiny village as is, will not see the light of Monday?
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Pendari Lorentz
Senior Member
Join date: 5 Sep 2003
Posts: 4,372
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09-17-2005 09:40
Another thing I have noticed is that there are unseen objects belonging to non-citizens that I have found by looking at the "about land" feature on each parcel. Sometimes it is as simple as someone leaving a box behind, other times I've found cars buried in the ground. And sometimes invis prims that who knows what they do. At any rate, I'm returning these objects on the land that I am able to, and making a list of the land that I am not able to do so on so that the owners can do take care of it. 
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Satchmo Prototype
eSheep
Join date: 26 Aug 2004
Posts: 1,323
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09-17-2005 13:47
Basic scripting tips to reduce active scripts and laggy scripts:
Active scripting functions: llListen llSensor and llSensorRepeat llSetTimerEvent (including automatically changing textures on a timer, rezzing objects, etc) Things that cause dataserver events (i.e. llGetNotecard...but scripts are no longer active after the dataserver event)
llParticleSystem does NOT count as an active script, but does cause client-side lag.
The thing to note is that the more frequently you have something happen, the more lag it causes [i.e,while (TRUE)=BAD], llSensorRepeat every second is bad, listening on channel zero for any string and any key is bad, etc). Try to limit the amount of stuff your script does and how often it does it. And use llMessageLinked/link_message instead of llSay/listen wherever possible. If you have to listen (like for a dialog response) use llListenRemove when you're done listening or switch states, which automatically closes listen channels.
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Eugene Pomeray
Neualtenburger
Join date: 22 Dec 2004
Posts: 186
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09-17-2005 16:09
Destroying or moving the tinies city is fine by me. Without the tinies city we will have more room for events, and even another attraction 
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Kendra Bancroft
Rhine Maiden
Join date: 17 Jun 2004
Posts: 5,813
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09-17-2005 16:14
From: Eugene Pomeray Destroying or moving the tinies city is fine by me. Without the tinies city we will have more room for events, and even another attraction  That's where my proposal for an underground mass transit system comes in  oh by the way, Eugene --be a dear and put that great trampoline of your's inside the geodesic dome that Dianne built --I think it'll be great fun!
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Digi Vox
Registered User
Join date: 10 Apr 2005
Posts: 25
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09-17-2005 18:28
From: Pendari Lorentz Another thing I have noticed is that there are unseen objects belonging to non-citizens that I have found by looking at the "about land" feature on each parcel. Sometimes it is as simple as someone leaving a box behind, other times I've found cars buried in the ground. And sometimes invis prims that who knows what they do. At any rate, I'm returning these objects on the land that I am able to, and making a list of the land that I am not able to do so on so that the owners can do take care of it.  Has anyone returned large quantities of non-citizen objects recently? The number of active scripts dropped from over 1000 to 372 in the past few hours. Sim FPS has doubled. Satchmo reports a feeling of much better performance all around the sim (I still crash frequently there, but who knows what that's about.) I can't detect any other major changes...casino is still up and running, tiny city hasn't been razed, and I doubt anyone has gone through and done a major retexturing. Still could be improved, but this is much better!
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Kendra Bancroft
Rhine Maiden
Join date: 17 Jun 2004
Posts: 5,813
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09-17-2005 18:32
From: Digi Vox Has anyone returned large quantities of non-citizen objects recently? The number of active scripts dropped from over 1000 to 372 in the past few hours. Sim FPS has doubled. Satchmo reports a feeling of much better performance all around the sim (I still crash frequently there, but who knows what that's about.) I can't detect any other major changes...casino is still up and running, tiny city hasn't been razed, and I doubt anyone has gone through and done a major retexturing. Still could be improved, but this is much better! I was wandering around deleting unidentified objects owned by non-citizens. A surprising number of them actually. Who the hell knows what they were or what they were doing.
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Satchmo Prototype
eSheep
Join date: 26 Aug 2004
Posts: 1,323
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09-17-2005 18:39
From: Kendra Bancroft I was wandering around deleting unidentified objects owned by non-citizens. A surprising number of them actually. Who the hell knows what they were or what they were doing. I suspect Ninjas, who scale the walls and sneak into the city under darkness to place innocent looking prim lag bombs in strategic locations in an attempt to lag the sim. Keep your eyes open for Ninjas...
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