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About the new script scheduler

Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
09-19-2005 08:17
Is the new scheduler prioritizing by parcel size as was suggested that it would?
Meaning, every landowner gets its own time slice per frame.
You have to realize that even if we will be able to walk, the user experience necessarily involves being able to interact with scripted objects in a useful manner, and if scripts take too long to run then people will still say the sim is laggy.
I would kinda like my scripts to run properly even if my neighbor (deevyde maelstrom) is trying out his portal wars game.
Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
09-19-2005 08:49
The script scheduler does not currently take parcel information into account.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
09-19-2005 10:48
From: Kelly Linden
The script scheduler does not currently take parcel information into account.

Thanks Kelly - do you mean that this was shelved or is it planned for a future release?
Perhaps by 1.8 or whenever you get the new Mono VM working?
It definitely sounded like you guys wanted to tie script resource usage to the amount of land owned.
Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
09-19-2005 11:55
1.7 script scheduling changes include a lot of the ground work needed to implement some system of finer grain control of available script resources. At this time I do not know what form that will take for sure, though tying resources to owned land has been discussed, or what the time frame is for such a feature.
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Alondria LeFay
Registered User
Join date: 2 May 2003
Posts: 725
09-19-2005 20:40
How effective is this new priority bit? My big fear is that with probably a large influx of new players whom are playing for free are going to end up making scripts for those whom do pay (i.e. landowners) worthless, if a popular club moves. I fear the problems with commerce systems being lagged by "SuperHOTXXX" club. Is there any minimum thrushold, or "guaranteed" sim power now going to scripts, or is it completely at the whims of freebie AV's?
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-19-2005 20:56
It be cool if I could run scripts from my land, any where in the world.
Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
09-20-2005 03:43
From: Alondria LeFay
How effective is this new priority bit? My big fear is that with probably a large influx of new players whom are playing for free are going to end up making scripts for those whom do pay (i.e. landowners) worthless, if a popular club moves. I fear the problems with commerce systems being lagged by "SuperHOTXXX" club. Is there any minimum thrushold, or "guaranteed" sim power now going to scripts, or is it completely at the whims of freebie AV's?


It seems to me the current system won't be any worse than now; basically the scripts will only lag each other, and not normal avatar/physics actions.
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Alondria LeFay
Registered User
Join date: 2 May 2003
Posts: 725
09-20-2005 05:50
Correct - scripts lag scripts now. In 1.7, at least my take/understanding is AV's will lag scripts.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
09-20-2005 06:03
Scripts lag scripts, avs lag scripts, physics lag scripts, everything lags scripts.
I'd say it's a brilliant step towards making SL a viable development platform rather than a shallow social environment! :D
Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
09-20-2005 09:04
There is currently no priority bit at all. 1.7 includes a fixed time per frame, with a fixed portion dedicated to scripts, and some scheduling performance improvements.

So, yes. Scripts will lag scripts. It should take more AVs to lag anything than before, including scripts.

Priority running of scripts has not been implemented in any form in 1.7.
_____________________
- Kelly Linden