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Script lag in Neualtenburg

Gwyneth Llewelyn
Winking Loudmouth
Join date: 31 Jul 2004
Posts: 1,336
02-18-2006 01:16
Hmm, to make matters worse, there are two things that I have noticed so far, additional to the rest...

1) Strange "unknown" objects left by people here and there. I've been able to return a few, but since my "returning powers" only extend to the commons, I cannot see if people have left weird objects all around the place :( I'll be looking for "suspect" ones to the best of my ability, but this is sadly something only the Estate Owner can do sim-wide.

2) Some very weird statistics on the sim! With 3400 or so running scripts, "script performance" should be very low — around, say, 10,000 or 20,000, unless most of those scripts are purely "static" ones (ie. not "active";). What the statistics say is that the "script performance" is around 100,000, dropping sometimes to 60,000 or so. This would mean an "empty sim" (or almost empty one), but from the script lag we're experiencing, this can't be true. So somehow, the statistics for the Neualtenburg sim are "broken". I'd like to have one Linden to look at those stats and see what they think of them!
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Sudane Erato
Grump
Join date: 14 Nov 2004
Posts: 413
02-18-2006 05:59
From: Gwyneth Llewelyn
:( I'll be looking for "suspect" ones to the best of my ability, but this is sadly something only the Estate Owner can do sim-wide.
Speaking now for my sister Rudeen, she finds that even she cannot remove suspect objects if they are contained on a parcel deeded to a group to which she does not belong.

Of course, she could "reclaim" the parcel, and remove the object... but that would be rather inappropriate, to say the least.

I strongly urge every owner to review their object list *all the time* and return objects owned by owners who they cannot identify.


Sudane
Sky Honey
Coder
Join date: 16 May 2005
Posts: 105
02-18-2006 07:05
From: Pelanor Eldrich
I'm wondering if any of you know if resources for optimizing scripts in terms of reducing resource consumption and speeding up runtime? Are there any good "under the hood" sources for LSL?

The only one I know of is here: http://secondlife.com/badgeo/wakka.php?wakka=lag

There's an interesting ongoing thread that well-known scripter Strife Onizuka started recently about optimization: /54/c1/88658/1.html
Sky Honey
Coder
Join date: 16 May 2005
Posts: 105
02-18-2006 07:40
From: Gwyneth Llewelyn
2) Some very weird statistics on the sim! With 3400 or so running scripts, "script performance" should be very low — around, say, 10,000 or 20,000, unless most of those scripts are purely "static" ones (ie. not "active";). What the statistics say is that the "script performance" is around 100,000, dropping sometimes to 60,000 or so. This would mean an "empty sim" (or almost empty one), but from the script lag we're experiencing, this can't be true. So somehow, the statistics for the Neualtenburg sim are "broken". I'd like to have one Linden to look at those stats and see what they think of them!

I've been running the same script in Neualtenburg and Cosy Cove, where I live. Cosy shows a script performance of 6000-7000 and my script runs in 57 seconds. In Neualtenburg where script performance is showing at 85000-110000, the script takes 562 seconds.

(It's not a completely fair comparison because there's more data to be collected in Neualtenburg, but I'm displaying debug messages and the first ones display before the script has allocated a lot of memory for the data; when it runs in Cosy Cove they show every second at least, but in Neualtenburg it's 10 seconds before the first one appears.)

By the way, my intent here is not to adversely compare Neualtenburg with other sims, just to point out that the script performance number apears to be rubbish.
Gwyneth Llewelyn
Winking Loudmouth
Join date: 31 Jul 2004
Posts: 1,336
02-18-2006 08:43
Hello sky! Yes, that's what I thought. I know suspect that even the count of active scripts is not right, since the rest of the stats are completely weird. Hmm. We should get a Concierge looking at the sim, and see what they can find out...
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Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
02-19-2006 08:08
From: Gwyneth Llewelyn
Hello sky! Yes, that's what I thought. I know suspect that even the count of active scripts is not right, since the rest of the stats are completely weird. Hmm. We should get a Concierge looking at the sim, and see what they can find out...
Just to add to the confusion... :-)

Sky made an active script detector and we did a brief walkaround of one or two places in Nburg to see what we could see. Although it was just a test we found out:

- the door scripts are only active when they are opening and closing, so Nburgs default doors can be ruled out as culprits.

- things like the clock, and the gaslights, and the snow are all active scripts, but there is no way to tell if they are causing the lag without looking at the scripts individually. They could be perfectly fine.

- we didn't see the notary script at all, so it might not be the culprit either although we may not have walked close enough to its location.

Overal we did not see tons of scripts being active (although there are a lot in the Platz, notably the bank machines, the display boards, and the holovendor). Also at least one store (the one right by mine) has a holovendor! :(

My own personal *tentative* conclusion is that we might be experiencing texture lag as well as script lag. It will be interesting to see what the new estate tools in 1.9 show on the scripts however.

My reasoning on it being textures is that one thing we have always had in the Platz (which has always lagged) is the holovendor. The holovendor script is one of the scripts that shows as "active" and each item it resses also has an "active" script in it. It resses items once every few seconds it seems.

I don't know much about the workings of holovendors, so apologies if this is incorrect, but it seems to me that all those textures have to be ressed by any visitor arriving on the hub. These textures might even be preloaded in which case they have to load them all at once. If any of those objects have a larger texture, (or worse if they all do), thats quite a lot of megabytes of stuff to assualt a new visitor with, especially since most visitors wont actually go over there and look at the vendor anyway not look at the microscopically small texture displayed.

Similarly, sky and I found it hard to go anywhere in Nburg that wasn't within shouting distance of an Nburg billboard. The billboards also have an "active" script and also cycle textures that have to be loaded, even when the billboard itself cant be seen and is not being looked at. If any of these textures are huge ones, this also is a big drain on the client (maybe)?

Admittedly I dont know how much of this works, and I know "active" scripts are not necessarily bad, but this was my theory at 11:00 last night.

Someone please poke holes in it. :-)
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Sky Honey
Coder
Join date: 16 May 2005
Posts: 105
02-19-2006 10:58
To expand a bit on Dianne's post: the gadget we used did a sensor read for scripted objects and displayed the results over my head for us to see as we walked around. I did not sense for PASSIVE scripts because the wiki entry for llSensor says:
From: someone
Inactive means the script is running and awaiting an event and isn't doing any monitoring (like llListen). No sim resources are being used.

We started in Dianne's shop and found that her doors, chair, stove and the vendors on the wall are all passive scripts. Her door script, for example, is doing nothing until you touch it. It uses a timer to close the door after a delay, so it's active until the timer fires and the door closes, then goes passive again. This is good script design (although it's a horrendous script in other ways, it's not adding to lag). But there are some doors that show up as being active all the time and many vendors as well. There might be good reasons for this - as Dianne said, just because a script is active is not a bad thing in itself. And, also as she said, we didn't see a flood of scripted objects, but it was interesting that we said several times, "I wonder why that would need an active script".
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