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Babbage finally blogs about script limits

Meade Paravane
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01-20-2010 08:28
From: Kitty Barnett
Except it was posted January 2009..

The bit I really object to, though the dates are a bit annoying, is that they said they will decide what the limits are before we can see what's being used.
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ninjafoo Ng
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Join date: 11 Feb 2006
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01-20-2010 09:50
From: Talarus Luan
Of course, there's the issue of legacy support, but meh. At some point, they are going to have to cut legacy; it's just not feasible to continue supporting things all the way back to the beginning of time


On the other hand, fastest way to dump users is to make half there inventory junk, seriously, people quit SL if the asset servers glitch and eat things.

In addition to my previous post (512 plot 117 prims 32 scripts), thinking about it now it in unlikely that LL will impose script limitations on a per parcel basis, while that is the fair way to do it it will also piss the most people off most of the time.

Every time you cross a parcel boundary you risk your attachments wandering off because that parcel owner doesn't have the spare scripts to accommodate you.

It will more likely be sim based, a sim has a fixed number of scripts and when that limit is reached you have to resort to the AR system to get your greedy neighbors from using all the script resources. (I can't rez on my parcel as next door has a mega party). Private sims tenants will be forced to find their landlord.
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ninjafoo Ng
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01-20-2010 09:51
From: Meade Paravane
The bit I really object to, though the dates are a bit annoying, is that they said they will decide what the limits are before we can see what's being used.

Limits are already decided, the issue LL faces now is how to break the bad news and make the gen pop live with it.
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Void Singer
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Join date: 24 Sep 2005
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01-20-2010 10:08
From: ninjafoo Ng
thinking about it now it in unlikely that LL will impose script limitations on a per parcel basis, while that is the fair way to do it it will also piss the most people off most of the time.

my understanding is that there would be per parcel AND per avatar limits... which will share different pools on the region... in that way, avatar scripts (and probably vehicles) will not be affected by parcel restrictions and vice versa. although avatars moving to a busy region may be impacted if there are many other avs on that region.

another thing that's needed here is a way for scripters to deprioritize scripts that aren't essential... or priotize things that are... things that don't need to run often, or only run for configuration could be deprioritized, and things that need to run constantly can be prioritized. and it would damn sure need to be settable on the fly.
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Ciaran Laval
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01-20-2010 10:16
From: Osprey Therian
It's human nature that people don't consider resources until faced with a shortage. People will quickly adapt to the limits; the newly scripted products will make better use of resources. It doesn't seem like at all a bad thing to me.


It depends upon how much content is broken, and broken to one person may not equal to another, if people find the items they are happily using suddenly don't function they they're hardly likely to rush out to buy more green replacements, they're going to feel cheated.

This whole issue needs to be handled with great care.
Meade Paravane
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Join date: 21 Nov 2006
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01-20-2010 10:29
From: ninjafoo Ng
Limits are already decided...

Right. Long before the SVC-3895, which makes heavily scripted objects way, WAY more painful than they should be, is fixed. Long before scripters have any reasonable way to measure the impact of their scripts. Long before non-estate-manager land owners have any way to see how much script load they or people at their place are added.

/me is not happy about this.
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Void Singer
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01-20-2010 10:43
I'd also like to take a moment to say "HA HA Told you so!" as I've been trying to constantly push script efficiency to new (and occasionally absurd, I admit) heights...

...or depths I guess =)
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Osprey Therian
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01-20-2010 11:05
From: Meade Paravane
I would very much like to see script limits get initially set at, say, 50% over what they think their worst-case numbers should be.


Me, too. If it's initially too high do you think there would be any possibility of tweaking it, though? People would not be happy to go through it twice. Too low and there's a stampede out the door, but too high, then another ratchet downwards and there might be the same effect.

From: Void Singer
another thing that's needed here is a way for scripters to deprioritize scripts that aren't essential... or priotize things that are... things that don't need to run often, or only run for configuration could be deprioritized, and things that need to run constantly can be prioritized. and it would damn sure need to be settable on the fly.


Great idea.

From: Ciaran Laval
This whole issue needs to be handled with great care.


Like Meade says, tools would be nice. There's just so much of everything it seems like it's impossible for even good changes to happen without damage. It would be nice if it could be established on a voluntary basis as limits were worked out, and then, best case scenario, seeing how lagless the volunteer regions had become everyone clamours to be let in the program <-- unrealistic!
Nika Talaj
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Join date: 2 Jan 2007
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01-20-2010 11:10
Did I miss something? I thought LL was going to make better script monitoring tools available to both us and them (it seems to me that back-end script monitoring has been creeping into the most recent server rollouts, though that's not the main focus). They were going to watch things through, I thought, about Q1, THEN decide script limits. Did LL change that plan?

I haven't seen any new script instrumentation available for us to use, or did I miss that too?
.
Meade Paravane
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01-20-2010 11:12
From: Osprey Therian
Me, too. If it's initially too high do you think there would be any possibility of tweaking it, though? People would not be happy to go through it twice. Too low and there's a stampede out the door, but too high, then another ratchet downwards and there might be the same effect.

I don't think it'd be as painful as you do.

Unless you get two+ busy sims on the same physical host, I don't really see any problem with a sim using more than it's share. If you set the limits 50% high, you get everybody into the ballpark then step back and see how things behave for 6 months.

Same with parcels within a region - for people who own less than a full region, how often are all your neighbors online and at home at the same time? Same thing, but to a bit lesser extent, with attachments.

I think 50% over would smack down most of the biggest offenders and it'd make the whole limits thing a lot less painful to take. As long as everybody isn't over the line, who cares about a few that sometimes stray over it? This seems like a much better way than forcing everywhere/everybody/everything to the worst possible lowest common denominator.
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Meade Paravane
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01-20-2010 11:19
From: Nika Talaj
Did I miss something? I thought LL was going to make better script monitoring tools available to both us and them (it seems to me that back-end script monitoring has been creeping into the most recent server rollouts, though that's not the main focus). They were going to watch things through, I thought, about Q1, THEN decide script limits. Did LL change that plan?

I haven't seen any new script instrumentation available for us to use, or did I miss that too?
.

You didn't miss anything. I'm just being crabby because LL supposedly already decided on what the limits will be, long before all the other stuff is in place.
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Osprey Therian
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01-20-2010 11:20
From: Meade Paravane
I don't think it'd be as painful as you do.

Unless you get two+ busy sims on the same physical host, I don't really see any problem with a sim using more than it's share. If you set the limits 50% high, you get everybody into the ballpark then step back and see how things behave for 6 months.

Same with parcels within a region - for people who own less than a full region, how often are all your neighbors online and at home at the same time? Same thing, but to a bit lesser extent, with attachments.

I think 50% over would smack down most of the biggest offenders and it'd make the whole limits thing a lot less painful to take. As long as everybody isn't over the line, who cares about a few that sometimes stray over it? This seems like a much better way than forcing everywhere/everybody/everything to the worst possible lowest common denominator.


I really was just throwing that out there - your thoughts are much more developed and sound quite reasonable.
Melita Magic
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Join date: 5 Jun 2008
Posts: 2,253
01-20-2010 11:21
Script limits have me a bit worried. Especially if it's going to include scripts guests will run such as their skirts, clothes, shoes, hair, AO...

I need a certain amount of scripts since I have doors, furniture, security system and waterfall. I don't think those things cause lag, I really do not.

Now if I had 1000 VR animals roaming or something!

PS, as Meade mentioned, how do mainland land owners even measure their current script load? How will we 'count' that as we do prims, when shopping, or landscaping or decorating?
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Meade Paravane
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01-20-2010 11:39
From: Osprey Therian
...your thoughts are much more developed and sound quite reasonable.

A million hedgehogs with a million keyboards.. It was bound to happen someday.

Didn't mean to snap at you. I'm just grumpy about this.
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Qie Niangao
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01-20-2010 11:46
From: Melita Magic
Script limits have me a bit worried. Especially if it's going to include scripts guests will run such as their skirts, clothes, shoes, hair, AO...
Two different pools from which memory is allocated: per land, and per avatar. So if the guests use lots of scripts, it won't decrease the memory available to scripts on the parcel, and vice versa.
From: someone
PS, as Meade mentioned, how do mainland land owners even measure their current script load? How will we 'count' that as we do prims, when shopping, or landscaping or decorating?
Yeah, this is going to get tricky. As far as I can tell, before purchase, we'll just have to take the word of the seller about script memory requirements of a product. Until we get some quality time with the script memory statistics, I don't think anybody knows how to accurately label a scripted product.

I agree with Meade that a very substantial overcommitment of available memory will be the "right" amount for the limits, for a whole bunch of reasons. I don't know if LL knows enough about the dynamics of script memory requirements to get this close to right, so I too am afraid they'll be ridiculously conservative to start. I just hope they'll crank those limits up to something reasonable before they get to Agni.
Osprey Therian
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01-20-2010 11:50
From: Melita Magic
Script limits have me a bit worried.


In a way, to me, it seems like emissions testing and requirements: right now everyone is spewing oily smoke into the air and then complaining they can't breath. If limits clear up the air there's a positive outcome everyone can enjoy. Script limits should clear up what is an unconsidered useage of finite communal resources, making SL more fair and less laggy - that's something we all can enjoy.
Talarus Luan
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Join date: 18 Mar 2006
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01-20-2010 12:04
From: Meade Paravane
The bit I really object to, though the dates are a bit annoying, is that they said they will decide what the limits are before we can see what's being used.


From what Babbage has said in his office hours, they are determining the BASELINE script limits first, so they can gauge the potential impact once the tools are out. Those limits are not meant to be the "final" ones which will actually be implemented later in the year.
Paladin Pinion
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01-20-2010 12:16
From: Talarus Luan
Though, I could also see the sound functions added, but it is rare anyone bothers using multiple scripts to accomplish multiple sounds.


If you get a chance, it'd be great if you could mention sound functions to LL. Multiple scripts are the only way to get two sound channels to run simultaneously. In both my sunbeam and my wind chimes, I need two sounds to play at the same time. I can't do that with one script, and when I was forced to add the second script it bothered me.
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Talarus Luan
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01-20-2010 12:35
From: Paladin Pinion
If you get a chance, it'd be great if you could mention sound functions to LL. Multiple scripts are the only way to get two sound channels to run simultaneously. In both my sunbeam and my wind chimes, I need two sounds to play at the same time. I can't do that with one script, and when I was forced to add the second script it bothered me.


You actually can with llTriggerSound(), which will work well for stationary objects.
Void Singer
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01-20-2010 16:36
From: Osprey Therian
In a way, to me, it seems like emissions testing and requirements: right now everyone is spewing oily smoke into the air and then complaining they can't breath. If limits clear up the air there's a positive outcome everyone can enjoy. Script limits should clear up what is an unconsidered useage of finite communal resources, making SL more fair and less laggy - that's something we all can enjoy.

heh, well come to that, they could disable all scripts, but that'd really only improve especially script heavy locales (whether those are avatar or parcel scripts, doesn't matter right now).... and people would bail in droves.

all that really needs tweaking is max memory usage, to prevent paging... which SHOULD be the only real region lag caused by scripts... beyond that, physics is probably the number one culprit, followed possibly by texture abuse (which causes communications congestion, every facet of a diamond ring does not need it's own specially crafted 1024^2 texture... but I've seen it)
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Osprey Therian
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01-20-2010 16:50
From: Void Singer
texture abuse...


Yes, we certainly have that.
Argent Stonecutter
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01-20-2010 18:02
From: Osprey Therian
A bit of content will break, but the world will function so much better that it seems an easy trade.
I don't think that's at all certain.
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Osprey Therian
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01-20-2010 18:07
From: Argent Stonecutter
I don't think that's at all certain.


It's one piece of the puzzle. I'm interested because of my variety show. Performing became (out of the blue) difficult without strict limitations on things like audience size. I'm hoping this + other needed changes will restore a bit of leeway for us.
Argent Stonecutter
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01-20-2010 18:08
From: Innula Zenovka

As I understand it, the implementation is contingent on Viewer 2 or whatever it's called being released.
:eek:
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Argent Stonecutter
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01-20-2010 18:10
From: Innula Zenovka

As I understand it, the implementation is contingent on Viewer 2 or whatever it's called being released.
:eek:

From: ninjafoo Ng

Every time you cross a parcel boundary you risk your attachments wandering off because that parcel owner doesn't have the spare scripts to accommodate you.
If that's the case it will only be because they have set the per-avatar limits ludicrously low, or you have hundreds of scripts.

From: someone
It will more likely be sim based, a sim has a fixed number of scripts and when that limit is reached you have to resort to the AR system to get your greedy neighbors from using all the script resources. (I can't rez on my parcel as next door has a mega party). Private sims tenants will be forced to find their landlord.
No, they have already said it will be parcel based.
From: Meade Paravane

Unless you get two+ busy sims on the same physical host, I don't really see any problem with a sim using more than it's share. If you set the limits 50% high, you get everybody into the ballpark then step back and see how things behave for 6 months.
They have already said that the limits will be set "high".
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