Images time under sim stats
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Vector Spaight
Registered User
Join date: 4 May 2005
Posts: 32
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10-27-2005 09:48
Can anyone tell me what might drive the images time up, in sim stats? I imagine things like scrolling textures might, but I'm not sure. I need to know, because something in the sim I help care for is driving the time used for images way up.
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Moonshine Herbst
none
Join date: 19 Jun 2004
Posts: 483
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10-27-2005 09:52
Yes some more info about this would be nice. At my place, scripts only get around 10% of available time, while images take up roughly 80%. Result: Script-driven events are borked. My events ran just fine under 1.6, we had over 60 avs present at the most. OK, it was laggy to move, but I can't say it's any easier with 1.7. Only visible difference to me is that the scripts are slower. A 1-second timer now takes 5 seconds to fire when there are more than 10 avs in the sim. Pretty discouraging. 
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Moonshine Herbst
none
Join date: 19 Jun 2004
Posts: 483
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10-27-2005 10:19
Ahh. Much better under 1.7.1. Looks pretty normal again now. 
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Moonshine Herbst
none
Join date: 19 Jun 2004
Posts: 483
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10-27-2005 10:22
Correction: Looked pretty normal until I had 10 avs in the sim...  Looks like images takes up to 80% whenever a new av enters the sim...
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
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10-27-2005 10:37
a 1 second timer is now 5 seconds? great.. does this mean I gotta setup my money ball to drop every 2 minutes now just for it to drop every 10 mins now? This is gonna suck to have to constantly change the money ball settings to adapt to the amount of users. I'm starting to really miss 1.6.
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Moonshine Herbst
none
Join date: 19 Jun 2004
Posts: 483
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10-27-2005 10:46
Actually, it looks like longer timers are pretty unaffected. My money ball is steady on the payouts. But short timers are borked. My wheel of fortune game has a 15 sec countdown (counting down each second) for more bets before it starts spinning. Only thing the script is doing, is updating the digits every second. Last time I tried, it took 1 1/2 minute to count down 15 secs.
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Vector Spaight
Registered User
Join date: 4 May 2005
Posts: 32
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10-27-2005 11:12
I'm less concerned about timers, as I am about physics being lagged. It's annoying to see images spike up to 30ms and bring the time dialation to 0.11, making it feel like you're walking through glue. Combined with a high script time, it makes a sim almost impossible to enjoy.
Of course, there's the problem of the other sim admins never listening to anything I have to say. But that's another story.
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Lee Linden
llBuildMonkey();
Join date: 31 Dec 1969
Posts: 743
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10-27-2005 14:07
As I understand things, today's images spike is mostly because the servers were all restarted a few hours ago. It'll take awhile for them to build a good cache and figure out how to quickly send the right textures to the right people.
If that's not the case tonight, we'll have to dig deeper, of course. I know they're being monitored pretty closely.
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Moonshine Herbst
none
Join date: 19 Jun 2004
Posts: 483
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10-27-2005 14:26
Things are looking pretty good now, except for the lag spikes when new people come into the sim. Looks like your cacheing system is doing it's thing, our sim performance during events is now pretty much back to pre 1.7. Maybe even a tad better, it seems like the slots at the free play events now does more spins (=pays out more money) in an event than earlier. But I have to check my stats box after a few days to be sure about that. Some days people are just darned lucky. Things are definitely looking better than they did just a couple of hours ago! Well done!
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Vector Spaight
Registered User
Join date: 4 May 2005
Posts: 32
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10-27-2005 16:14
The images time spikes have definately started to subside, though not disappeared copmpletely. I think they'll probably be gone by tomorrow.
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Lee Linden
llBuildMonkey();
Join date: 31 Dec 1969
Posts: 743
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10-28-2005 11:12
Good to hear!
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