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Horrible Packet Loss!!!

Maximus Massiel
Registered User
Join date: 8 Sep 2005
Posts: 124
10-29-2005 11:12
Anyone else?? Bar is red and pegged to the top of the screen. Been this way last two days.
Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
10-29-2005 12:17
Yes, mine is horrible.

coco
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
10-29-2005 12:29
I've had horrible packet loss and it's unlikely it's on my end given the battery of tests that I, well, battered on... something's going on.

At times SL will seize up and that corresponds with a full red bar.

Also, seems like RenderGeom lag has something to do with things not being received but I must investigate this further. (In short, if you have Ctrl-Alt-D Debug menu open and then press Ctrl-Shift-2 and look at all the pretty bars, if things go VERY slow and you have YUGE white bars, then that's RenderGeom lag. It's hit me in a way in 1.7 that I haven't felt in 1.6.)
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Maximus Massiel
Registered User
Join date: 8 Sep 2005
Posts: 124
10-29-2005 13:09
Well, I'm sorry to say that if this lag, packet loss, and slow texture loading problems do not get resolved somewhat quickly, i will be dropping my land tier and going back to basic account. There is no point in paying for services not provided. I've tested packet loss on 6 other online games. SWG, WOW, AC, AO, EVE and COH. I have no (0%) packet loss when playing any of these games, so there is no way LL will convince me the problem lies with my computer or with Comcast. I have had between 5-15% packet loss in SL since 1.7. This has been steady packet loss.
Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
another data point
10-29-2005 13:17
I have seen the same on random ocassions with no apparent correllation to time, in-game agents, sim, sim load, or view prim complexity since the release of v1.7. When the loss peaks hit, they hit for arbitrarily long periods (up to 10 minutes by my internal guess-clock) and then just stop. This is on a machine that can often pull 30 visual FPS at 1600x1200 so I will look for the RenderGeom stats should I see again.

If RenderGeom goes really high, does that tell you anything other than RenderGeom is is really high? Thanks.
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Maximus Massiel
Registered User
Join date: 8 Sep 2005
Posts: 124
10-29-2005 13:21
I am also using a top of the line machine. So hardware shold definetely not be an issue
Robin Linden
Linden Lifer
Join date: 25 Nov 2002
Posts: 1,224
10-29-2005 14:18
There are additional fixes in the works to address the low frame rate problems across the grid. We anticipate getting another patch out this next week to fix those problems.
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Maximus Massiel
Registered User
Join date: 8 Sep 2005
Posts: 124
10-29-2005 14:23
Bless you for the reply.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
10-29-2005 14:24
Hallelujah chorus, choir, and tap-dancing hippos!

Spread the word.
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Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
10-29-2005 15:55
From: Robin Linden
There are additional fixes in the works to address the low frame rate problems across the grid. We anticipate getting another patch out this next week to fix those problems.


What I don't understand, and forgive me if this is ignorance on my part, but why weren't frame rates noticed to be lower in preview and addressed before going live? Lower client frame rates surely aren't an effect that would only happen on the live grid, are they?
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
10-29-2005 16:04
From what I know of what's going on:

The current primary problems directly correlate to diverse textures, particulary large (512x512 and over) textures, and number of clients receiving those textures. (Image pipeline, resends, etc).

The lag comes when (1) your client errantly re-requests images, and (2) the sim lags because EVERY client is re-requesting images.

So the result is two fold: poor client performance, poor simulator performance, one cause.

So no, on the preview grid, this easily could have been masked. Most of the stress tests were done in Ahern, where there's a lot of texture re-use. Right now, in Lusk, where we have a lot of independent/diverse large textures (av standups) and other sims (various social and mall sims) the image processing load is particularly high.

Some sims will dilate to 0.19-0.25 with only 5 agents, whereas others will sit nicely at 0.99 with 20 agents.

This, I know, is the *major* problem, I believe there may be some others as well that I'm not aware of.

1.7.0-54 and 1.7.1 partially fixed this issue, but not completely.
Jacqueline Trudeau
Nogoodnik
Join date: 9 Jul 2005
Posts: 171
10-30-2005 09:21
From: Robin Linden
There are additional fixes in the works to address the low frame rate problems across the grid. We anticipate getting another patch out this next week to fix those problems.
Thanks Robin. But with all due respect, since this is effecting almost every single user, this kind of info should be posted on the FRONT PAGE! Or at least at the top of the announcements forums rather than have us hunt for Linden tidbits in various threads.
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