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Ping times

Taral Roentgen
Registered User
Join date: 23 Apr 2004
Posts: 6
10-12-2004 18:36
I've found extremely variable ping times to the server, and a traceroute shows that it's not a local problem. But what's worse is that the interface becomes almost completely unresponsive at high pings, and I've seen them above 10 seconds. Just 600ms of ping can drop my frame rate to about 2 fps.

Any advice?
Taral Roentgen
Registered User
Join date: 23 Apr 2004
Posts: 6
10-12-2004 18:48
Oh, and can someone explain how I can get 150% packet loss?
Taral Roentgen
Registered User
Join date: 23 Apr 2004
Posts: 6
10-12-2004 19:09
It appears that I have rendersync issues like Francis... so I'll be looking there too.
Taral Roentgen
Registered User
Join date: 23 Apr 2004
Posts: 6
10-12-2004 19:39
Logs show lots of:

2004-10-13T02:36:29Z INFO Discarding duplicate resend from 69.25.104.21:12035
2004-10-13T02:36:29Z INFO Maxed out number of messages per frame at 400

Pinging 69.25.104.21 shows very low (<100ms) ping times.

Alt-2 display shows most of the time (50%) taken up with ObjectUpdate.
Devyn Grimm
the Hermit
Join date: 1 May 2003
Posts: 270
10-13-2004 11:08
I don't have advice but I've experienced this problem too, especially in my home sim of Umber recently. There was a discussion in this thread: /111/13/23982/1.html about the problems there and high ping times / 2fps frame rates were among the issues. Regarding ping times, Phoenix Linden said:

From: someone
As for ping/lag/framerate - the current network code is on the same thread as the rendering code, so slow client framerate will lead to high round-trip ping times.


This might explain what you are experiencing as well...
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
10-13-2004 21:29
From: Devyn Grimm
>> As for ping/lag/framerate - the current network code is on the same thread as the rendering code, so slow client framerate will lead to high round-trip ping times.
Would it be safe to infer that since this came straight from the horse's mouth, that they are aware that this is terribly bad design and are working to fix it?

Or am I being overly optimistic?

I couldn't actually tell either whether Phoenix's interest was solely confined to firefighting the problem in Umber, or whether this was part of more general improvement work. Is Phoenix sysadmin or dev?
_____________________
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Taral Roentgen
Registered User
Join date: 23 Apr 2004
Posts: 6
10-30-2004 23:26
This is _still_ happening, and making SL unusable. Are there no ideas here?
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
10-31-2004 09:38
Taral, one of the additional problems with the rendering and networking code being on the same thread is that issues such as this become very difficult to analyse and hence diagnose.

The observer affects the observation. This is why on the few occasions when I've seen red on the packet loss indicator, an external ping test (which isn't affected by local rendering) has still shown no packet loss.

The coupling is very unhelpful, quite apart from being bad for client performance, especially for overseas customers with long RTTs.
_____________________
-- General Mousebutton API, proposal for interactive gaming
-- Mouselook camera continuity, basic UI camera improvements
Djiket Nyak
Join date: 30 Sep 2004
Posts: 116
10-31-2004 10:43
i hope that they fix this soon. Low frames I can take, since my computer is a 533 MHz celeron.. But low ping and FPS isn't good. Really gets irritating after a while watching a slideshow.