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Does high prim usage bog down a sim?

blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
10-22-2005 06:36
Or does it just bog down a video card?

Will it effect the sim cpu?
Arconos Kilian
Registered User
Join date: 15 Jul 2005
Posts: 5
it souldn't
10-22-2005 09:02
scripts are the main problem of lag, but if you have over 100,000 objects or so, it will make the sim run slower.
Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
10-22-2005 09:10
From: Arconos Kilian
scripts are the main problem of lag, but if you have over 100,000 objects or so, it will make the sim run slower.


100,000 objects in one sim isn't possible? You have a 15,000 PRIM limit, let alone that many objects..
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Arconos Kilian
Registered User
Join date: 15 Jul 2005
Posts: 5
You know what?...
10-22-2005 09:15
From: Zapoteth Zaius
100,000 objects in one sim isn't possible? You have a 15,000 PRIM limit, let alone that many objects..

i was pretty much explaining that its almost impossible to bog down a sim with object. its the scripts that do it. sorry zapoteth for not being smart enough for you. but i was being sarcastic.
Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
10-23-2005 07:55
Bog a sim down with objects?, well you can kill peoples client with them if you splatter toruses all over the place :p , i guess Avatars, scripts, prims (prims would be client side tho <.<;), in that order lag the place most, ever been in a sim with 60+ avatars -.- even if empty it will sloooow down.

We'll see how 1.7 does with more sims ^^ on monday... riiight, more like next day anyway hehe :)
Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
10-23-2005 09:12
15,000 objects in a sim most definitely does affect a sim's performance.

Doubly so if some of them are scripted.

Basically, though, it's a matter of collision detection.

Many months ago, Andrew Linden went through an exhaustive analysis of it all.

If Im not mistaken, basically, the more prims there are, the more potential "collision points" there are for scripts and avatars.

IE the simulator has to know where all 15,000 prims are so you don't, say, fly through a wall.

I imagine that's a lot of computational ninja-fu.

If you throw scripts into the mix, you're going to bog down the processor further.

Physics? Even more.

And avs? hahaha... :)

LF
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Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
10-23-2005 09:16
From: Arconos Kilian
i was pretty much explaining that its almost impossible to bog down a sim with object. its the scripts that do it. sorry zapoteth for not being smart enough for you. but i was being sarcastic.


I wasn't saying ANYTHING about how smart you were.. And I'm sorry if I find it a little hard to detect sarcasm via text..

But I disagree, I think objects do bog down a sims performance. And I was wondering how you could test the theory that 100,000 objects WOULD bog down a sim when 15,000 wouldn't..
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Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
10-23-2005 09:19
only if they're all twisted torii set to physical. thats FUN btw. I highly recommend finding an empty sim with build enabled and trying it. ;)
Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
10-23-2005 09:27
Be thankful, SL, that I understood torii were evil from the get-go. I can only imagine what 1,500 of them would do in a small area. I've seen experiments in the sandbox with them, non-physical, and they still killed the client pretty easily. Stuttering movement as you panned past the structure, etc.

So objects can have an impact, but at this point, pre v1.7, scripting does more damage depending on how many and what they're actively doing.
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Hunter Stern
Web Weaver
Join date: 7 Oct 2004
Posts: 377
10-23-2005 14:31
there is nothing wrong with my 254 prim tori wings with color change scripts just turn the high shine off and don't try to go anywhere :D