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Korg Stygian
Curmudgeon Extraordinaire
Join date: 3 Jun 2004
Posts: 1,105
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10-18-2004 15:25
I am wondering if this is occuring to anyone else or is it indicative of something on my end/my traceroute to SL...
It seems that roughly 75% of the time I tp into Ahern enroute Morris, my ping reaches some unGodly number starting in the mid-2000s and heading skyward from there. Coincidentally, perhaps because of that, my client-side fps drops below 2 and routinely below 1.2 and even 1.
This may occur even when the sim fps is reporting 1000 plus.
My only routine attachments are an unscripted dagger in a hand and perhaps a pair of unscripted horns on my head ... but I don't see either of these as anything that could really affect anything and I mention it only because of the "teleport in" aspect of this little story. Then again, I get similar results/observations at times even without those attachments so perhaps I shouldn't have mentioned them at all.
I'd bug report this but I am not sure if it is bug-related or just Net/connection crap.
Thoughts?
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-18-2004 15:29
The Lindens recently revealed that networking and rendering are on the same processing thread.
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</sarcasm>
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
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10-18-2004 23:43
What's happening is that your slow framerate is increasing your ping time. The client can't respond to pings (or record ping responses) while it's in the middle of drawing a frame, so if you're getting only one frame a second, you're going to get 1000ms ping times.
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perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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10-19-2004 17:32
This happens to me all the time. It's pretty annoying. I'll be getting about 20FPS flying into Ahern, and then all of a sudden it will just drop instantly to maybe one frame every 2-3 seconds. Ping Sim and Ping User can go up to around 15,000 milliseconds (15 seconds!) when this happens.
Here is a snapshot of how SL looks normally and under low-FPS conditions, with the frame console open so that you can see what part of the process is killing it.
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