Limits
|
Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
|
07-28-2005 06:50
Whip me, beat me, and call me cheap but I am still just utterly amazed that we expect The Grid to function without any limits. Why can we not understand that:
keeping bloated inventories are going to cause us personal lag problems;
wearing attachments are going to cause us teleportation problems;
rezzing all the avilable prims in a sim is going to cause us simwide lag problems;
facing hundreds of textures in a viewable area is going to cause us simwide and personal lag problems;
listening to music and watching videos while power playing Second Life is too much for the average PC to handle?
These are not difficult concepts. I honestly believe that most of us can easily comprehend them. So why do we continue to beat our collective heads against the wall and yell at LL for not providing the miracle we're looking for?
Okay yeah I'm gonna take a lot of heat for the term "power playing" so I'll go ahead and clarify it. In this context, it simply refers to wearing scripted attachments while playing an interactive game in a sim with a dozen other avs wearing scripted attachments and playing the game, dancing or building in the opposite corner of the platform. Frankly, it's amazing that some of our simulators don't melt through the floor. And still we complain and demand more more more. Silly Khamon just doesn't get it.
_____________________
Visit the Fate Gardens Website @ fategardens.net
|
Kei Mars
z-list celebrity
Join date: 27 Jan 2004
Posts: 228
|
07-28-2005 06:57
hear hear!
_____________________
:: Mars Japanese Gardens, Albion (99,131) ============================ :: the draGnet v4.0 the musings of a transgendered z-list celebrity
|
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
|
07-28-2005 06:59
From: Khamon Fate Whip me, beat me, and call me cheap but I am still just utterly amazed that we expect The Grid to function without any limits. Why can we not understand that:
keeping bloated inventories are going to cause us personal lag problems;
wearing attachments are going to cause us teleportation problems;
rezzing all the avilable prims in a sim is going to cause us simwide lag problems;
facing hundreds of textures in a viewable area is going to cause us simwide and personal lag problems;
listening to music and watching videos while power playing Second Life is too much for the average PC to handle?
These are not difficult concepts. I honestly believe that most of us can easily comprehend them. So why do we continue to beat our collective heads against the wall and yell at LL for not providing the miracle we're looking for?
Okay yeah I'm gonna take a lot of heat for the term "power playing" so I'll go ahead and clarify it. In this context, it simply refers to wearing scripted attachments while playing an interactive game in a sim with a dozen other avs wearing scripted attachments and playing the game, dancing or building in the opposite corner of the platform. Frankly, it's amazing that some of our simulators don't melt through the floor. And still we complain and demand more more more. Silly Khamon just doesn't get it. Differing expectations. Teleporting with attachments, for example: It works fine for some people, me for example. I regularly wear 8+ attachments, several of which may be scripted, yet I generally can teleport just fine. So the assumption is that the grid is fundamentaly capeable of handling it, and something is simply wrong. And if the grid is not capeable of handling it, something should be done to make it capeable.
_____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
|
Cindy Claveau
Gignowanasanafonicon
Join date: 16 May 2005
Posts: 2,008
|
07-28-2005 07:02
From: Khamon Fate Okay yeah I'm gonna take a lot of heat for the term "power playing" so I'll go ahead and clarify it. In this context, it simply refers to wearing scripted attachments while playing an interactive game in a sim with a dozen other avs wearing scripted attachments and playing the game, dancing or building in the opposite corner of the platform. Frankly, it's amazing that some of our simulators don't melt through the floor. And still we complain and demand more more more. Silly Khamon just doesn't get it. *fires up arc welder, drops face mask* Seriously, Khamon, I think most of us get all that. But as with any technology, the more we get the more we want. Many of us played our first computer games on Commodores or old 8086's with green screens and were tickled to death. Now I'm seriously thinking that my Alienware 2.4Ghz/80GB HD/GEForce4 128Mb is just not enough any more and may be powershopping for an upgrade soon... if I don't splurge for a PS3 first. What many of us overlook is that, because SL is not a centrally controlled game like WoW or even TSO, 'content bloat' is inevitable. The infrastructure could no doubt perform ten times better if there were not an unlimited number of badly written scripts running all over. Still. I don't know that it has much to do with the ability to travel. Transport is one of the top 5 considerations in any online world. If we need regularly scheduled tram service between sims, like they have in other worlds, in order to control the passing of data then I'd be in favor of it. Anything to give me an acceptable, reliable method of getting from point A to point B. Final point: Part of SL's foundation, and part of how it is marketed, are the merchandising opportunities. A big portion of the community is involved in either building and creating, or supporting the builders/creators. If the transport system prevents customers from viewing and buying your content, does it then become more of a top priority? I say yes.
|
Pendari Lorentz
Senior Member
Join date: 5 Sep 2003
Posts: 4,372
|
07-28-2005 07:03
It is true Khamon. We are demanding. Of course there are so many goodies in SL that it is hard not to want and have them all whenever we want them. Our creativity and need for self expression is surpassing the current system. I really hope Havok 2 will be all that it sounds like it will be. And it won't be a moment too soon when it finally does get here. But how long will it take us to eat up those resources too? Yes there are limits I agree. And since this is supposed to be our world, I think it is up to us to share ideas on how to make things smoother. Like when some of our best scriptors put out amazing tips on how to find and reduce script lag in sims. I think some people honestly don't know what some of their items can do to the servers. If designers and creators take these things in mind from the start, they can also help by creating quality items that improve these conditions (by not adding to them). We can all do our part as a community to help with a lot of issues. Some are out of our control yes (like whatever the heck is going on with this TP issue), but there is a lot we can do to help "clean up" the grid and make life more enjoyable. -- Quick story; I was in a wedding the other day. It was beautiful! But to be sure that the guests could come and enjoy the ceremony with relatively little lag, all of us in the wedding party took off everything that wasn't necessary. Prim hair, jewelry, scripted glasses, wings, avatar parts, etc. It was amazing how much it helped. And yet we all still looked wonderful. 
_____________________
*hugs everyone*
|
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
|
07-28-2005 07:10
I'm with ya Khamon. People should build their dreams, but then take the extra step to make sure they're built as efficiently as possible... for the good of the entire community. Take the time to clean up your inventory, use responsibly sized textures, kill your open listeners, make your sensors run on command instead of on a timer... and does that entire building REALLY need to be made out of light?  By being responsible and realistic in how we build, we can experience much better performance without stifling creativity. I don't expect everyone to be a "student of the game" to the level of perfection, but it would be nice if the average citizen would be interested in how to improve creations for the community and servers rather than pushing to market quickly to make a quick buck, grid be damned. Regards, -Flip
_____________________
Peregrine Salon: www.PeregrineSalon.com - my consulting company Second Blogger: www.SecondBlogger.com - free, fully integrated Second Life blogging for all avatars!
|
Camille Serpentine
Eater of the Dead
Join date: 6 Oct 2003
Posts: 1,236
|
07-28-2005 07:17
From: Khamon Fate Whip me, beat me, and call me cheap but I am still just utterly amazed that we expect The Grid to function without any limits. Why can we not understand that:
keeping bloated inventories are going to cause us personal lag problems;
wearing attachments are going to cause us teleportation problems;
rezzing all the avilable prims in a sim is going to cause us simwide lag problems;
facing hundreds of textures in a viewable area is going to cause us simwide and personal lag problems;
listening to music and watching videos while power playing Second Life is too much for the average PC to handle?
These are not difficult concepts. I honestly believe that most of us can easily comprehend them. So why do we continue to beat our collective heads against the wall and yell at LL for not providing the miracle we're looking for?
Okay yeah I'm gonna take a lot of heat for the term "power playing" so I'll go ahead and clarify it. In this context, it simply refers to wearing scripted attachments while playing an interactive game in a sim with a dozen other avs wearing scripted attachments and playing the game, dancing or building in the opposite corner of the platform. Frankly, it's amazing that some of our simulators don't melt through the floor. And still we complain and demand more more more. Silly Khamon just doesn't get it. While I agree with what your saying.. some other things need to be considered: The way LL markets SL - you can upload a myriad of textures, see areas filled with many builds, create your dreams, create unique and facinating avatars - all of which take computing power and bandwith. If LL can't deliver what it promises.. then SL becomes a darkened gray blur of textures and prims trying to upload. Where is the fun in that. I think it wouldn't be unreasonable for LL to put an upper limit on the number of textures/items your inventory can hold with the ability to purchase more space. Though if they did that I would expect a giant inventory (of paid for space) loading just about as quickly as a sparsely filled inventory.
|
Cindy Claveau
Gignowanasanafonicon
Join date: 16 May 2005
Posts: 2,008
|
07-28-2005 07:44
From: FlipperPA Peregrine I'm with ya Khamon. People should build their dreams, but then take the extra step to make sure they're built as efficiently as possible... for the good of the entire community. Take the time to clean up your inventory, use responsibly sized textures, kill your open listeners, make your sensors run on command instead of on a timer... and does that entire building REALLY need to be made out of light? By being responsible and realistic in how we build, we can experience much better performance without stifling creativity. I don't expect everyone to be a "student of the game" to the level of perfection, but it would be nice if the average citizen would be interested in how to improve creations for the community and servers rather than pushing to market quickly to make a quick buck, grid be damned. Flip, I'd like to carry your thoughts another step. (As in all things, I'd bet money someone has already thought of this, but since when has that stopped me?) I wish there was a script-checker tool which would tell the user how much lag their script would cause (not in ms numbers, but in "high/low/med" ranges based on the structure and function calls) before they actually used it. Say, as a part of the compilation process -- just give the script a rating for how much it will impact the data rate around it. It wouldn't stop the neophytes or those who don't care. But it would at least give the conscientious a guideline.
|
Pendari Lorentz
Senior Member
Join date: 5 Sep 2003
Posts: 4,372
|
07-28-2005 07:51
From: Cindy Claveau I wish there was a script-checker tool which would tell the user how much lag their script would cause (not in ms numbers, but in "high/low/med" ranges based on the structure and function calls) before they actually used it. Say, as a part of the compilation process -- just give the script a rating for how much it will impact the data rate around it. It wouldn't stop the neophytes or those who don't care. But it would at least give the conscientious a guideline. I agree that this would be a neat tool to have Cindy! And I think *most* would want to use something like this. No idea either though if anyone has made something like this. There is also a really great thread in the scripting forum that gives all kinds of great tips on Good Scripting Standards (many that help reduce lag). That thread is found here: /54/5b/46104/1.html
_____________________
*hugs everyone*
|
Aimee Weber
The one on the right
Join date: 30 Jan 2004
Posts: 4,286
|
07-28-2005 08:19
Can't you view updates from the debug menu? I don't think that option will tell you if your script is processing listeners but it can certainly give you a hint which scripts are doing a lot of processing on timers.
Just turn the option on and look at your scripted object. It will give off a glow every time it does something. Blue glows are small amounts of work, red glows are large amounts. If you see a flurry of activity around your object it MAY be causing lag.
P.S. Don't look at my wings with this feature, the resultant glow my blind you.
|
Blayze Raine
Renegade
Join date: 29 Dec 2004
Posts: 407
|
07-28-2005 08:26
To even take that idea a step further, if it wasn't for the script but for an object. Most people that have 953 sex balls on their property have no idea about the open listen in the script that causes lag. Or that the big build they just did and set the whole thing to light so it would shine is going to cause it too.
There does need to be something about the lag, but the lag is not all of LL's responsibility. The residents need to be aware of their responsibility as well.
|
Jonquille Noir
Lemon Fresh
Join date: 17 Jan 2004
Posts: 4,025
|
07-28-2005 08:26
My store is a lag monster due to all the Light objects. I haven't been able to find a way around it that works as well, so I deal with it. (And if anyone knows of one, please share.) I buy up as much land around my store as possible, and just put up trees, and that helps a bit. I accept that some of my lag is my own damn fault. (The rest is the fault of hoochie-hair which I have to keep my back to.) Even knowing it's my own damn fault, I would still like to blame LL. If I convince myself that it's their fault, I won't actually have to do anything to try and better my situation, and I can feel righteously indignant instead of guilty. Damn you, LL!
_____________________
Little Rebel Designs Gallinas
|
Blayze Raine
Renegade
Join date: 29 Dec 2004
Posts: 407
|
07-28-2005 08:28
From: Aimee Weber Can't you view updates from the debug menu? I don't think that option will tell you if your script is processing listeners but it can certainly give you a hint which scripts are doing a lot of processing on timers.
Just turn the option on and look at your scripted object. It will give off a glow every time it does something. Blue glows are small amounts of work, red glows are large emount. If you see a flurry of activity around your object it MAY be causing lag.
P.S. Don't look at my wings with this feature, the resultant glow my blind you. I've been using debug a lot more but I don't know all that it does. Does anyone know of a place it lists all the features of debug? That would be great info for people to know.
|
Blayze Raine
Renegade
Join date: 29 Dec 2004
Posts: 407
|
07-28-2005 08:29
From: Jonquille Noir My store is a lag monster due to all the Light objects. I haven't been able to find a way around it that works as well, so I deal with it. (And if anyone knows of one, please share.) I buy up as much land around my store as possible, and just put up trees, and that helps a bit. I accept that some of my lag is my own damn fault. (The rest is the fault of hoochie-hair which I have to keep my back to.) Even knowing it's my own damn fault, I would still like to blame LL. If I convince myself that it's their fault, I won't actually have to do anything to try and better my situation, and I can feel righteously indignant instead of guilty. Damn you, LL! Jonquille, I have a script that is called LightNoLag or something like that. I can drop you a copy in world this evening if you like
|
Jonquille Noir
Lemon Fresh
Join date: 17 Jan 2004
Posts: 4,025
|
07-28-2005 08:29
From: Blayze Raine Jonquille, I have a script that is called LightNoLag or something like that. I can drop you a copy in world this evening if you like I'd appreciate that. Thanks!
_____________________
Little Rebel Designs Gallinas
|
Ingrid Ingersoll
Archived
Join date: 10 Aug 2004
Posts: 4,601
|
07-28-2005 08:32
From: Khamon Fate Whip me, beat me, and call me cheap.  Khamon, this is a side of you I've never seen before.
|
Pendari Lorentz
Senior Member
Join date: 5 Sep 2003
Posts: 4,372
|
07-28-2005 08:34
From: Blayze Raine I've been using debug a lot more but I don't know all that it does. Does anyone know of a place it lists all the features of debug? That would be great info for people to know. Here is a Shortcuts list that gives a breakdown of all the debug features. The full list Found Here gives a shortcut list to all of the various menu functions. Hope this helps some, and if I find another list, I'll be sure to point it out!  From: Cid Jacobs
Debug> Frame Console Ctrl-Shift-2 Texture Console Ctrl-Shift-3 Debug Console Ctrl-Shift-4 Fast Timers Ctrl-Shift-9
Debug>Audio> Global Pos Ctrl-Shift-5 Cone Ctrl-Shift-6 Local Pos Ctrl-Shift-7 Duration Ctrl-Shift-8
Reload UI XML Ctrl-Alt-R Debug>Rendering Debug>Rendering>Types
Simple Ctrl-Alt-Shift-1 Alpha Ctrl-Alt-Shift-2 Tree Ctrl-Alt-Shift-3 Character Ctrl-Alt-Shift-4 SurfacePatch Ctrl-Alt-Shift-5 Sky Ctrl-Alt-Shift-6 Water Ctrl-Alt-Shift-7 Ground Ctrl-Alt-Shift-8 Volume Ctrl-Alt-Shift-9 Grass Ctrl-Alt-Shift-0 Clouds Ctrl-Alt-Shift-- Particles Ctrl-Alt-Shift-= Bump Ctrl-Alt-Shift-\ Debug>Rendering>Features UI Ctrl-Alt-1 Selected Ctrl-Alt-2 Highlighted Ctrl-Alt-3 Dynamic Textures Ctrl-Alt-4 HW Lighting Ctrl-Alt-5 Fog Ctrl-Alt-6 Palletized Textures Ctrl-Alt-7 Test FRInfo Ctrl-Alt-8 Debug>World Force Sunset Ctrl-Shift-N Mouse Moves Sun Ctrl-Alt-M Debug>UI Dump Focus Holder Ctrl-Alt-F Print Selected Object Info Ctrl-Shift-P Print Agent Info Shift-P Print Texture Memory Stats Ctrl-Alt-Shift-M Debug>Character Dump Local Textures Alt-Shift-M Show Updates Ctrl-Alt-Shift-U
_____________________
*hugs everyone*
|
Ananda Sandgrain
+0-
Join date: 16 May 2003
Posts: 1,951
|
07-28-2005 08:36
I like the general sentiment Khamon, and I agree with Cindy that a lot of the griping may be rooted in the desire to always have more and better than we've gotten.
But don't discount this: Many, many things about SL have gotten more buggy and harder to use than they used to be. It's growing pains, but I still recall how much easier it was to build, teleport, and use vehicles a year ago. We used to run successful aerial dogfights in the vehicle sims! Now I can't even make it across the sim borders without something losing track of me.
I'll stop complaining when SL gets back up to its former standards of usability.
|
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
|
07-28-2005 08:54
From: Cindy Claveau Flip, I'd like to carry your thoughts another step. (As in all things, I'd bet money someone has already thought of this, but since when has that stopped me?) I wish there was a script-checker tool which would tell the user how much lag their script would cause (not in ms numbers, but in "high/low/med" ranges based on the structure and function calls) before they actually used it. Say, as a part of the compilation process -- just give the script a rating for how much it will impact the data rate around it. It wouldn't stop the neophytes or those who don't care. But it would at least give the conscientious a guideline. I'll comment on a few things in this thread separately, to keep them clearly dlimited. This tool already does exist for Lindens in god mode, although I don't know the specifics. They can see the scripts that are taking the most CPU cycles in a sim. I'm pretty sure they wouldn't want to release it in its current form, because of the witch hunt that would ensue, which is a very valid concern. However, I'd like to see at least my own scripts, and scripts on land I own, and how much they're contributing to the overall lag within a simulator. That would be great. Take a look at run tasks in sim stats for an overall idea of how much of the sim's current power is being used by scripts, and compare this to run agents, when you have different number of avatars in a sim. I, too, would like to see a much better reporting of which scripts are the worst offenders, but it would be a variable number. For example, certain scripts will appear to run just fine and create no lag when there's one copy of it in an empty sim. However, add in avatars and several of these scripts, and it adds up, quickly. Francis (whom I respect greatly) and I have gone back and forth with our opinions on this in the past... whether timers and multiple listeners contribute to lag or not. I am of the opinion that they definitely do, and timers, sensors and listeners should be used as a last resort and only when absolutely necessary. However, without any concrete evidence, its hard to say to what extent each of these functions/events cause lag. Either way, I'm a proponent of making what you will, fufilling your dreams, THEN making it as efficient and responsible as possible. Regards, -Flip
_____________________
Peregrine Salon: www.PeregrineSalon.com - my consulting company Second Blogger: www.SecondBlogger.com - free, fully integrated Second Life blogging for all avatars!
|
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
|
07-28-2005 08:59
From: Blayze Raine To even take that idea a step further, if it wasn't for the script but for an object. Most people that have 953 sex balls on their property have no idea about the open listen in the script that causes lag. Or that the big build they just did and set the whole thing to light so it would shine is going to cause it too.
There does need to be something about the lag, but the lag is not all of LL's responsibility. The residents need to be aware of their responsibility as well. I have a free, open-source script which can replace just about any poseball script in furniture or sexballs or anything with a single animation triggered. There are two versions. The first has no listeners, and will automatically turn transparent when activated, and solid when not. The second has "show / hide" functionality, but on channel 1 instead of channel zero. While this is still not the best option, its much better than having an open listener on an open channel parsing and running code anytime anyone says anything withing listen distance. These scripts are both available here: /15/d7/49960/1.htmlThey automatically read the first animation in inventory on startup and anytime changes are made to inventory. The solid and transparent textures are both called by key, so you don't have to put any textures in, either! Just mod the floating text at the top and go. I hope this helps! Regards, -Flip
_____________________
Peregrine Salon: www.PeregrineSalon.com - my consulting company Second Blogger: www.SecondBlogger.com - free, fully integrated Second Life blogging for all avatars!
|
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
|
07-28-2005 09:02
From: Jonquille Noir My store is a lag monster due to all the Light objects. I haven't been able to find a way around it that works as well, so I deal with it. (And if anyone knows of one, please share.) I buy up as much land around my store as possible, and just put up trees, and that helps a bit. I accept that some of my lag is my own damn fault. (The rest is the fault of hoochie-hair which I have to keep my back to.) Even knowing it's my own damn fault, I would still like to blame LL. If I convince myself that it's their fault, I won't actually have to do anything to try and better my situation, and I can feel righteously indignant instead of guilty. Damn you, LL! Unfortunately, the light implementation in SL leaves a LOT to be desired, and people abuse it. There are entire builds made out of light, which kills the viewer of anyone with local lighting enabled. I leave mine off for this very reason. Light is like BOLD text on the web; if you make EVERYTHING bold, you lose the effect of it being bold. Then it just becomes and eyesore, and in this case, lags the client horribly as the SL viewer has to figure out how all those light objects cast rays.
The version 2 renderer promises to help with a much better lighting system. I'm also quite excited for the new trees and extended draw distance. But for now, I'll join you in solidary and blame Linden Lab! 
ALSO - THE LIGHT NO LAG SCRIPT DOES NOTHING TO HELP REDUCE LAG! Its a myth. In theory, it SHOULD, but it doesn't. It claims to reduce lag by setting the 5 sides of the prim that aren't being viewed to be black, and a pure black object should, in theory, cast no light. However, that's NOT the case in Second Life. The objects still cast the same exact amount of light rays... so these scripts are useless in fighting lag. Just an FYI. If you don't believe me, try this. Enable local lighting in preferences, and then go to an area with no light objects. Rez and object, and set it to light. In the DEBUG MENU, go to RENDERING, INFO DISPLAYS, LIGHTTRACE. You'll see the light rays that Second Life has to do math on that creates lag on the client side. Drop the script in; you'll notice that none of the light rays disappear, at all.
I'll turn off bold now that I've made my point.  Regards, -Flip
_____________________
Peregrine Salon: www.PeregrineSalon.com - my consulting company Second Blogger: www.SecondBlogger.com - free, fully integrated Second Life blogging for all avatars!
|
Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
|
07-28-2005 09:17
Around January timeframe, my eyes were opened to what part I can play to be responsible, and help provide a lag-free environment for those around me.
Since then, I've been working hard trying to reduce texture counts & sizes, reduce open listeners, sensors, and most importantly - the number of active scripts. About 2-3 weeks ago, I'd gotten it down to where the active scripts in my sim were about 450.
Considering that I'm surrounded by malls, with lots of vendors - that was an accomplishment.
In the last 2-3 weeks, the number of active scripts in my sim have climbed daily - today we sit at around 800.
After over six months of effort to do my part, it feels like a lot of it was for nothing - as I can only control what goes on in my own parcel. If a neighbor decides to run 500 active scripts, it is their perrogative.
What's worse - its impossible for me to tell where these 350-or so extra scripts are coming from.
It sure saps my motivation to continue to try & optimize - although of course I still will.
_____________________
------------------ The ShelterThe Shelter is a non-profit recreation center for new residents, and supporters of new residents. Our goal is to provide a positive & supportive social environment for those looking for one in our overwhelming world.
|
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
|
07-28-2005 09:41
Travis, a few tricks: (1) View --> Beacons --> Scripted Objects / Physical Objects This handy little feature will allow you to track objects by type. They will appear in yellow on the screen, and you can easily see "clusters" of objects and who's land they're on. Object beacons take a little bit of practice to get used to, but walk around a bit with them on and you'll get the hang of it. VERY useful feature! (2) Debug --> Show Updates (Or Control+Alt+Shift+U) This is especially handy to find offending avatars. If an avatar is constantly giving off blue (or heaven forfend, RED) cones, its a naughty, lag creative avatar.  I hope this helps you. Don't give up the good fight, my man! -Flip
_____________________
Peregrine Salon: www.PeregrineSalon.com - my consulting company Second Blogger: www.SecondBlogger.com - free, fully integrated Second Life blogging for all avatars!
|
Roberta Dalek
Probably trouble
Join date: 21 Oct 2004
Posts: 1,174
|
07-28-2005 09:49
From: FlipperPA Peregrine ALSO - THE LIGHT NO LAG SCRIPT DOES NOTHING TO HELP REDUCE LAG! Its a myth. In theory, it SHOULD, but it doesn't. It claims to reduce lag by setting the 5 sides of the prim that aren't being viewed to be black, and a pure black object should, in theory, cast no light. However, that's NOT the case in Second Life. The objects still cast the same exact amount of light rays... so these scripts are useless in fighting lag. Just an FYI. If you don't believe me, try this. Enable local lighting in preferences, and then go to an area with no light objects. Rez and object, and set it to light. In the DEBUG MENU, go to RENDERING, INFO DISPLAYS, LIGHTTRACE. You'll see the light rays that Second Life has to do math on that creates lag on the client side. Drop the script in; you'll notice that none of the light rays disappear, at all. This is really useful. I wonder how long this info will take propagate in world.
|
Jonquille Noir
Lemon Fresh
Join date: 17 Jan 2004
Posts: 4,025
|
07-28-2005 09:51
Thanks for the info, Flip. Right now I have my boxes set to Light, and nothing else. I tried various different forms of light (lamps, the floor as light, invisible prims set to light, etc) but nothing seemed to work to illuminate everything, and I had some complaints from people trying to shop at night who didn't want to turn on the sun. I look forward to a better lighting system.
_____________________
Little Rebel Designs Gallinas
|