What on earth are all these scripts people are wearing these days?
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Zalandria Zaius
Registered User
Join date: 17 Jan 2004
Posts: 277
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07-11-2006 07:39
I was fiddling around in the top scripts page of a SIM trying to figure out how to cut down some of the script time.. It was up around 18.0ms.. getting close to maxed out. So I pull up the Get Top Scripts menu and notice it says the scripts on the SIM are running at about 8.0ms . Seemed odd so I checked the number of scripts it was saying were on the SIM againts the status pane and found out if I averaged out the number of scripts not living on the SIM against how many people were on the SIM.. The average came out to well over 100 scripts per AV.
I nearly fell out of my chair. The Lindens really need to find a way to limit the scripts or amount of time the scripts on a single AV can take or something.
Scarey part is I was on preview trying to see how much load some of my scripts did in an empty sandbox that had 2 scripts in it and right as I set out a bed the scripts jump up over 700 and this little AV comes walking up to me all cute and blinky eyed. I pulled up the bed and sure enough, cutesy mc bootsies was wearing nearly 700 scripts.
Just a warning to those who love their blings and things. If it keeps up more and more SIM owners are going to start turning off outside scripts and that means your gonna get stuck with the funny walk the Linden's have given us..
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-11-2006 07:44
We really need an empty sim solely for testing script runtime.
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Cindy Claveau
Gignowanasanafonicon
Join date: 16 May 2005
Posts: 2,008
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07-11-2006 07:47
Some of those scripts don't take as many resources as the others. Just off the top of my head, some of the more common ones you might be seeing: * Animation overrides (from 1 to 5 scripts each plus maybe walk overrides in shoes?) * Bling (1 per piece of jewelry, some shoes bling too - potential of 10 scripts if you include belly button stud) * Shields * Orbiters * Av trackers/scanners * Various HUDs * Xcite attachments (2 nipples, 2 buttocks, genitals and lips - there's 6) * Hair (now you can brush it or fondle it) 700 is real extreme - are you sure you're not picking up inactive or sub-routine scripts too?
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Ewan Took
Mad Hairy Scotsman
Join date: 5 Dec 2004
Posts: 579
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07-11-2006 07:51
'cutesy mc bootsies', love it! 
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Jack Harker
Registered User
Join date: 4 May 2005
Posts: 552
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07-11-2006 07:55
From: Zalandria Zaius I was fiddling around in the top scripts page of a SIM trying to figure out how to cut down some of the script time.. It was up around 18.0ms.. getting close to maxed out. So I pull up the Get Top Scripts menu and notice it says the scripts on the SIM are running at about 8.0ms . Seemed odd so I checked the number of scripts it was saying were on the SIM againts the status pane and found out if I averaged out the number of scripts not living on the SIM against how many people were on the SIM.. The average came out to well over 100 scripts per AV.
I nearly fell out of my chair. The Lindens really need to find a way to limit the scripts or amount of time the scripts on a single AV can take or something.
Scarey part is I was on preview trying to see how much load some of my scripts did in an empty sandbox that had 2 scripts in it and right as I set out a bed the scripts jump up over 700 and this little AV comes walking up to me all cute and blinky eyed. I pulled up the bed and sure enough, cutesy mc bootsies was wearing nearly 700 scripts.
Just a warning to those who love their blings and things. If it keeps up more and more SIM owners are going to start turning off outside scripts and that means your gonna get stuck with the funny walk the Linden's have given us.. Multi-gadget? That has a lot of scripts in it. Scripted collar? That does too.
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-11-2006 07:56
I normally wear, off the top of my head....
ProxEye1.3, two scripts, need to splice it into one with new features. Yorick 2.0, 9(?)scripts, most of them dormant. WidgetWatch, I don't want to admit how many, but I plan to consolidate most of them.
That's if I'm not packing heat, then it's at least two more scripts, minimum.
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Ingrid Ingersoll
Archived
Join date: 10 Aug 2004
Posts: 4,601
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07-11-2006 08:03
From: Zalandria Zaius So I pull up the Get Top Scripts menu Sorry....where is this?
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Lupus Delacroix
Wyrm Raider
Join date: 3 May 2006
Posts: 695
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07-11-2006 08:04
depends on where I am
scripted items I usually keep on me at all times (not necessarily activated at all times)
Radar ProTEK shield PsiTEK ZHAO
depending on what "Theme" i'm running for the day a pair of scripted pistols or ashes katana. My av's head has scripts in it that make it blink and change tail positions if I'm wearin fur that is, otherwise the av itself is unscripted human....
No bling....
Other things i equip on situational basis such as Orbz Souls of the Damned etc.
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Kerian Bunin
Rubbish
Join date: 24 Sep 2005
Posts: 141
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07-11-2006 08:10
Someone asked about it but get top scripts is an estate manager option.
Also those protec orbiters have 500 scripts. Even dormant scripts are given a time slice so these orbiters are ebil. In general shield systems induce a fair amount of load. AOs can induce alot of load as well.
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Zalandria Zaius
Registered User
Join date: 17 Jan 2004
Posts: 277
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Some of them are "inactive scripts"
07-11-2006 08:25
I'm sure alot of them are "inactive" scripts, but with the new estate management tools you come to learn "inactive" doesn't count for much anymore. Every script takes at least 0.001 runtime.
I picked up a pose ball running at 1.6ish and was wondering what was going on. I went over and checked and it was one of mine with someone sitting on it. After they left it was back down to it's usual 0.002 runtime. So inactive or not those 100+ scripts were working the SIM pretty good.
1.6ish doesn't seem like it would be much, but considering we get 20.0 before the SIM starts to choke, that's 12 people not including the scripts that live on the SIM.
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Kerian Bunin
Rubbish
Join date: 24 Sep 2005
Posts: 141
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07-11-2006 08:32
From: Zalandria Zaius I'm sure alot of them are "inactive" scripts, but with the new estate management tools you come to learn "inactive" doesn't count for much anymore. Every script takes at least 0.001 runtime.
I picked up a pose ball running at 1.6ish and was wondering what was going on. I went over and checked and it was one of mine with someone sitting on it. After they left it was back down to it's usual 0.002 runtime. So inactive or not those 100+ scripts were working the SIM pretty good.
1.6ish doesn't seem like it would be much, but considering we get 20.0 before the SIM starts to choke, that's 12 people not including the scripts that live on the SIM. I don't let any single item not being used go over .200 (approximatly. I'm not going to shit a brick if somethings fluxuating beteen .190 and .210). Otherwise I offer to help them fix whatever it is or tell them that its crapping up the sim. There were these texture animations for water moving in a building that were running at .800-.890 (ickick!) so you would be supprised what can cause trouble. Everyone needs to realize everything gets a piece of the time slice, whether you are using it or not.
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Wendel Gascoigne
Registered User
Join date: 19 May 2005
Posts: 226
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07-11-2006 08:37
From: Kerian Bunin Someone asked about it but get top scripts is an estate manager option.
Also those protec orbiters have 500 scripts. Even dormant scripts are given a time slice so these orbiters are ebil. In general shield systems induce a fair amount of load. AOs can induce alot of load as well. Woah. If that's true, I'm glad I don't use those or shields and other "SL Griefer Wars" tools. Typically, my AV uses an anim override with HUD attachment and, sometimes, a bling item. Looking at the AO device, it must have a dozen scripts or so (from memory). Hopefully, that's about the extent of it though. I hope LL will give land owners the tools (selective disabling of some script commands?) that will make shields and orbiters unnecessary without needing to switch off all scripting. Wendel
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Zalandria Zaius
Registered User
Join date: 17 Jan 2004
Posts: 277
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eghad
07-11-2006 08:37
.2 is actually pretty high.. I'm setting it down to 0.04 which is gonna wind up booting some of the new server/client vendor systems.
I don't know what they're putting in them these days but their run times are steadily climbing.
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Dennis Bertone
Whitewater Nutcase
Join date: 20 Oct 2005
Posts: 164
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07-11-2006 08:38
From: Ingrid Ingersoll Sorry....where is this? It's under debug in the Estate Manager
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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07-11-2006 08:38
Makes you wish they'd code it so scripts would just stop running entirely if no one was around them or had them visual range, and make them pay a tax per day to keep them running continuously.
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Zalandria Zaius
Registered User
Join date: 17 Jan 2004
Posts: 277
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I wish
07-11-2006 08:44
I wish they would let us set scripts to running/not running from other scripts. I do my best to use linked messages and stuff to keep their load to a minimum, but I can't combat the fact that they take up time just sitting there set to run.
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Kerian Bunin
Rubbish
Join date: 24 Sep 2005
Posts: 141
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07-11-2006 08:49
Ok I have gone though my mental sim lag checklist and for those interested in coding more efficient things and managing script induced lag.
Sensors (radars, shields, well sensors in general): Sensors calles never need to be done more than once every 2 seconds. 2-5 seconds works good for something like a radar, with 10 seconds being more kind
Things that animate things: I have no clue why this is, but AOs and chairs and poseballs can cause a ton of lag. Some don't and some do, and I didn't see a fundamental difference between some of the scripts.
Vendors: There are some good vendors out there. There are also ones that are rapidly shooting off a ton of communication functions, texture changing functions and listeners. Nothing bad really on its own but put together can add up.
Open listeners: Avoid channel 0 if you can (sometimes its nicer to issue commands in open chat), but really avoide the use of NULL_KEY in the listener. Having to process everything everyone says usually isnt too keen on the server
Shields: Milage may varry on this one, and I't isnt my intention to lock horns with weapon and shield makers, but shield systems often cause loads of lag. They combine rapid scanning sensors, channel 0 commiunication, and high script count. If you're shield is something like the protec (a fine shield),maybe just not attach the psitec part unless you need it. Those orbiters gobble up time slices.
Errant physics: This isnt realted to scripts. Before you pull your hair out trying to find a bad script, it could be physical objects not playing well together. Just something to keep in mind.
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Cadroe Murphy
Assistant to Mr. Shatner
Join date: 31 Jul 2003
Posts: 689
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07-11-2006 09:34
My next round of topographical mapping will go much faster now that I know I'm not expected to worry about sim performance  A long time ago Adam Zaius experimented with a mapper with 256 scripts in it that took less than a second to finish. It seemed outrageous at the time...
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Merlyn Bailly
owner, AVALON GALLERIA
Join date: 7 Sep 2005
Posts: 576
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07-11-2006 09:50
From: Zalandria Zaius ...Scarey part is I was on preview trying to see how much load some of my scripts did in an empty sandbox that had 2 scripts in it and right as I set out a bed the scripts jump up over 700 and this little AV comes walking up to me all cute and blinky eyed. I pulled up the bed and sure enough, cutesy mc bootsies was wearing nearly 700 scripts. You saw this chickie and pulled up a BED? ROFL!!!
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Perwin Rambler
Registered User
Join date: 24 Mar 2005
Posts: 152
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they do
07-11-2006 10:01
From: Zalandria Zaius I wish they would let us set scripts to running/not running from other scripts. I do my best to use linked messages and stuff to keep their load to a minimum, but I can't combat the fact that they take up time just sitting there set to run. llSetScriptState(string name, integer run) Controls the script name in the inventory of the prim that calls this function. Setting run to TRUE enables that script; FALSE disables it.
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Zalandria Zaius
Registered User
Join date: 17 Jan 2004
Posts: 277
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Doesn't work for what I need.
07-11-2006 12:15
I need one that can disable scripts in other prims linked to it. Unless I"m being lazy I don't do anything that would call for more than 1 script in a prim. I'm not a big multi threader.
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Jennifer Christensen
Registered User
Join date: 28 Dec 2005
Posts: 112
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07-11-2006 13:18
Zalandria, I saw your post in the Answers forum about how "Disable Selected" is broken for Scripts and for Colliders. It has never worked, as far as I know. I've submitted multiple bug reports in the past on this. Thank you for submitting that to the Answers forum... perhaps Torley can get some light shed on this for us 
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Richie Waves
Predictable
Join date: 29 Jun 2005
Posts: 1,424
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07-11-2006 14:30
gawd.. I call these people Script kiddies lol.. ya I know we already have them in the online RL way but.. but they all seem to be born after 6/6/06 all seem to have japanese names.. and all use about 3 million scripts per bloody attachment.. someone needs to tell them they are ruining others experience with the lag they cause.. but then.. you can be pretty sure they have an orbiter in there hand >.<;;;
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Io Zeno
Registered User
Join date: 1 Jun 2006
Posts: 940
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07-11-2006 14:37
Most people don't know they are doing it, really. They buy some cool toy and wear it around, they don't realize how many scripts it has running. All I wear most of the time is my AO. No, I'm not taking it off for anyone, btw, except when I'm in a laggy sim or event or something. Especially when so many people walk around with so many attachements, prims up the wazoo, bling, god knows what else they can freeze my ass just standing next to me. All I have is ao, very simple prim hair and my shoes, heh. Edit to add, ok I wear little prim skirts, that is easy to forget, but they aren't scripted. 
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Richie Waves
Predictable
Join date: 29 Jun 2005
Posts: 1,424
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07-11-2006 14:45
From: Io Zeno Most people don't know they are doing it, really. They buy some cool toy and wear it around, they don't realize how many scripts it has running. All I wear most of the time is my AO. No, I'm not taking it off for anyone, btw, except when I'm in a laggy sim or event or something. Especially when so many people walk around with so many attachements, prims up the wazoo, bling, god knows what else they can freeze my ass just standing next to me. All I have is ao, very simple prim hair and my shoes, heh. heh.. I wear about the same.. exept an AO.. cause well.. noone seems to be able to make a male AO that doesnt make you look like a poser..
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