Not so sure about this fixed 45fps thing that slows down scripts...
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Alondria LeFay
Registered User
Join date: 2 May 2003
Posts: 725
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10-28-2005 06:17
I have noticed that timing is all the more haphazard than it was pre-1.7. While timing always has been a little bit up in the air, it typically was relatively smooth in performance. Now I note that scripts waver rapidly in speed. I have a benchmark script that does a bit of math through a bunch of iterations, reporting the iteration in a llSetText. Before, it would count relatively smoothly. Now, it will burst through a few iterations, then slow down drastically, then burst ahead again, and slow down, etc. Mind you no one entered/exited the sim during this.
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Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
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10-28-2005 06:58
I can also confirm the same, Alondria.
In fact, I've been able to see the slowdown occur in multiple scripts from multiple objects. When the lag is not present, all the scripts were very very fast. When the lag is present, they all slow down to roughly the same speed. Even while() loops down loop as fast as each script gets fewer time slices (I guess).
To be honest, I'm no too surprised. LL did say in their release notes that script would slow down when Sims got too overtaxed. The question I have is, what is causing a sim like the Island Sandbox to be slow five minutes, then fast the next when the number of AVs hasn't changed much?
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Judah Jimador
Registered User
Join date: 13 Mar 2005
Posts: 230
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10-28-2005 07:44
Couple of random observations, FWIW: I did a simple plywood cube that llOwnerSays( "Yeah, I heard you"  when the owner clicks. Attached it as a HUD in a sim devoid of other avies (dunno how many scripts were running). Response time on clicks was never better than 2 full seconds...sometimes closer to 4 seconds. I went back and added a color change between the click and the Say...there was apparently a bit of lag on both both the click processing and the chat generation. Also, I dropped by Hoffman Island to play a test round of Wordhex. Rounds on that game are timed, with a quicker timer on each round as the player advances. Again, I was the only avie on the sim, and the game was practically unplayable between click and chat latency. I don't play Blingtris or the other networked board games, but I imagine their performance is suffering critically as well. Hmm....maybe an llSetNice( scriptname )? -- jj
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Snakekiss Noir
japanese designer
Join date: 9 Dec 2003
Posts: 334
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1,7 is a tragic mess
10-28-2005 11:06
This patch is awful and has visually destroyed the very essence of the online world.
When you are unable even to see the landscape and buildings or any textures, and unable to walk or fly without hanging motioneless then suddenly appearing half a sim away, and stuck, when the windows to chat and inventory wont open inside of several seconds and when you can stand frozen for an hour almost clumsily trying to walk 100metres and get nowhere in a sea of grey unrezzed fog.... well theres no real point in the game any more
This is by far the WORST and most awful patch yet , but it was one I was looking forward to especially multiple drag and drop in inventory.
However as I cant work, walk, see or make anything and the entire mechanism is completely broken, this week has just been written off, and ive made done and earned nothing but of course I have still payed a week on the 2 sim tier !
WHEN WILL THIS BE FIXED?
_____________________
Whatever happened to Important Basic Feature Improvements including improving the outdated 5 year old AV Body Appearance system to Poser standard?
What happened to the 'see for miles' graphical visions we were shown of Havok Engine? Instead we got moral crusades to please American businesses.
OPPOSE LOCAL TAXES ON VIRTUAL WORLDS !!
THE BRAVE NEW WORLD HAS BECOME A BIG NEW SHOP
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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10-28-2005 14:28
soon
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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10-28-2005 14:49
[left]Lord John Linden: Where are we going? [/left] SL Lectroids: Planet 1.7.2 Lord John Linden: When? SL Lectroids: Real soon!
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Salen Welesa
Kupo? Dook?
Join date: 13 Jul 2005
Posts: 65
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10-28-2005 16:01
From: Jillian Callahan [left]Lord John Linden: Where are we going? [/left] SL Lectroids: Planet 1.7.2 Lord John Linden: When? SL Lectroids: Real soon! That reminds me that I should TOTALLY make the BB Jetcar at some point. But yeah, I agree. Lets hope this gets fixed soon. When I get out of my plane, I shouldn't fall THROUGH it, just because it doesn't process the turning Physics off as quickly as it used to. *sigh*
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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11-01-2005 10:40
From: Friskles Echegaray That's weird. I haven't been having one bit of lag anywhere, yet I have the minimal requirements to run the game. The lag we're talking about has nothing to do with your computer. It's lag in the simulator itself. In fact the low performance of your computer may help! When I was running SL on my Mac mini (which is pretty minimal) I missed noticing problems that people were talking about, too, because when you're running at low-single-digit frames per second (and sometimes lower than 1 FPS) you don't even TRY and pilot vehicles or play games where timing matters.
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