Slosser may be sharing a server...
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Erelas Night
was eaten by dingoes.
Join date: 11 Apr 2005
Posts: 56
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07-28-2005 17:52
Slosser cpu usage is stuck pretty consistently at 0.5%, I'm informed this may be an indication that it's sharing a machine. (?) I'd post specific times and instances of this occuring, how about now, and pretty often. Slosser has had entire homes razed with the hope of lowering active scripts, which spike sometimes with around the 1500 mark. Entire scripted objects with over 130 active scripts in them have been generated and then removed as an experiment to see if reported numbers of active scripts increase or reduce. They change by 50 on average. I doubt that someone snuck into the sim while this was being done and activated a number of scripts so that the number did not go down the expected value. Sometimes the number of scripts actually increases when we nuke these highly scripted items. Slosser sim fps is around 36 - 46 fps, active scripts jump between 780 to 1100. Lindens visit us and it seems they are walking through mud, they note a 'significant' problem, and promise to have the 'grid monkeys' take a look at it. We'd appreciate any possible assistance or help greatly 
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Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
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07-28-2005 17:55
ah every Sim is usually 0.5 sim CPU if you notice it go to 0.25 or lower then its a quad wich is pretty much horrible to be on, yeah every sim is shared with another one ,its when 3-4 gets on the same it start to get horrible. If its set at 1.0 it uses everything (usually on low sim numbers are 1.0) help / about second life ,, shows the simnumber, dont quote me but something like this 1-200 are old as dirt 201-600 normals 600-9999 new ones  eh i dont really know but something like that
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Lee Linden
llBuildMonkey();
Join date: 31 Dec 1969
Posts: 743
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07-29-2005 10:54
Actually, it WAS 1-140 were Class1, 140-440 were Class2, and 440+ were Class3. But there's two problems:
1) We removed ALL Class1s, and any 1-140 sims online right now are class3s. 2) Class2s and Class3s are different TYPES of hardware (i.e. brandname) but the performance is pretty much identical.
In other words, the sim### used to mean something mildly significant, but it's pretty much irrelevant right now.
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Erelas Night
was eaten by dingoes.
Join date: 11 Apr 2005
Posts: 56
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07-30-2005 16:12
Ok, thanks for that interesting bit of knowledge  I actually do find that interesting, however, are you telling me that all sims are not created equal, that to improve sim performance, I must move my entire land holdings? I'm not certain, but really, is a consistent fps of 38 acceptable? If 4 sims are sharing the same machine at Slosser ALL the time, why? This seems to fit the model represented here, as this is offered as the explanation for the consistent and constant variety of 'lag' (yes, I know, subjective term). Why is Slosser getting short-changed? Why do I feel that I am taking it in the shorts by having purchased land and developed property in this new continent sim?
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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07-30-2005 16:32
From: Erelas Night I'm not certain, but really, is a consistent fps of 38 acceptable? If 4 sims are sharing the same machine at Slosser ALL the time, why? This seems to fit the model represented here, as this is offered as the explanation for the consistent and constant variety of 'lag' (yes, I know, subjective term). Why is Slosser getting short-changed? Is that Sim FPS or client FPS? Even if it actually is Sim FPS, the figure generally doesn't mean anything -- there's really no way to compare it objectively to another sim's FPS, and there's only a vague correlation between Sim FPS and actual performance. Sim CPU shouldn't change. Right now, you should really only be seeing 0.50 and 0.25 for it. 0.50 is normal. That's what everything's running on -- it doesn't mean that you're getting half a CPU, rather, it means that the mechanism for calculating how much of a CPU is being used is flawed. A dual-CPU server will have one sim per CPU. You see the 0.50 figure because SL's just detecting it wrong. I believe there are still some single-CPU servers with hyperthreaded P4s (Class 2?) running one sim each -- these report as 0.50 as well, for the same reason as the dual Opteron systems. Now, a Sim CPU of 0.25 means that SL is detecting it correctly -- this is four sims running on a single older CPU -- where do you think those Class 1 servers Lee mentioned went. 0.25 sims are only used as filler. You can't buy land on those; they're only used to plug holes in the mainland.
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Erelas Night
was eaten by dingoes.
Join date: 11 Apr 2005
Posts: 56
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07-30-2005 16:40
Come by Slosser, see for yourself, enjoy the virtual mudslide  A picture is worth a thousand words, not to sound short, honest, but my frustration is peaking as I am gonna just have to log and do something in first life, when I want to play here.
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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07-30-2005 16:49
From: Erelas Night Come by Slosser, see for yourself, enjoy the virtual mudslide A picture is worth a thousand words, not to sound short, honest, but my frustration is peaking as I am gonna just have to log and do something in first life, when I want to play here. Oh, I'm not saying there isn't a problem. In fact, it's very likely something's gone wrong, or one of your neighbours has done something to the sim. I'm just saying that it's not Linden screwing us with vastly unequal hardware. How many agents are in the sim? (An "agent" is the name for the server-side data process that corresponds to the avatar you see on your client.) How many child agents? (Agents outside the sim, but that can see into it.) How many active scripts? What's Time Dilation at? What CPU time is being spent on scripts, physics, etc?
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Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
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07-30-2005 17:25
800 active scripts nearly 3 times spendt on script time then AV time, yeahhhh,,, no wonder its slow, 0.79 time dilation, someones script is killing it ow ow yeah no wonder you think this is slow, i looked in debug and frame console, loads of geo update/idleNetwork, there is a giant dance floor here that keep changing texture/color to, not a fan of those ~.~
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Erelas Night
was eaten by dingoes.
Join date: 11 Apr 2005
Posts: 56
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07-30-2005 17:35
Yes, you should see it when the scripts hit 1500, not sure why that happens, it's pretty amazing (waves to Thili above Slosser).
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Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
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07-30-2005 17:51
0.7fps with 5 Agents, 3 child objects 2.5ms run agts 12-25ms run tasks active scripts running from 720 to 1150 yeah.. i definatly would start removing scripts in this sim, something is ticking off~.~
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Erelas Night
was eaten by dingoes.
Join date: 11 Apr 2005
Posts: 56
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07-30-2005 18:06
52 removed scripted items later................I still think it's a certain flashy dancefloor and it's strobing lights 
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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07-30-2005 18:23
From: Erelas Night 52 removed scripted items later................I still think it's a certain flashy dancefloor and it's strobing lights  Yup, that definitely sounds plausible. Remember, not all scripts are created equal. A script that waits until someone clicks the object is completely passive. Particles are passive, unless they change, then that requires an update. A script that runs a timer, changing the object colour several times a second... well, that's different. If it's not yours, there may be very little you can do about it. Personally, I'd try to contact a Linden in-world. If it's adversely affecting the sim, it's not something they generally allow. In the next several months, they're planning an update that should prohibit scripts from taking up more than the landowner's fair share of that sim's resources. That doesn't help you now, but they're at least aware of the problem.
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Erelas Night
was eaten by dingoes.
Join date: 11 Apr 2005
Posts: 56
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07-31-2005 01:21
May I say, Hallelujah 
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Mia Angel
Registered User
Join date: 25 Apr 2005
Posts: 5
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08-18-2005 02:59
Certain dance floor and strobing lights removed.... lag is still present. Scripts reviewed and some removed as well. Lag is as before.....
Also had Linden in to check scripting.
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Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
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08-18-2005 05:00
You are at 256350.1, 260243.1, 104.1 in Slosser located at sim113.agni.lindenlab.com (66.150.245.49:12035) 113? i thought they moved all the below 200 to island fill sims? 679 active scripts -you will get this : to many active scripts answear if you ask Linden  and i agree Spends 4 times on script then running avatars so far, fps sure gotten better tho, sitting at 15fps here now.
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Lee Linden
llBuildMonkey();
Join date: 31 Dec 1969
Posts: 743
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08-18-2005 10:07
Thili: As I'd mentioned, all of the lower numbers are now class3's, i.e. the exact same hardware as our highest-number machines. In other words, the sim### doesn't mean much of anything anymore.
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Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
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08-18-2005 12:12
o/ yay, I have a memory of a moth, hehe, 
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