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Animation Overrider - a source of lag?

eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
12-01-2004 11:18
From: Azelda Garcia
There are many ways of looking at the issue, but personally I'm kindof skeptical about server-side lag. With the exception of certain effects with physics (ie linked chains), I've never particularly noticed lag arising from sim CPU. Now, it probably does depend on the person - someone in SF might see things differently - but personally my primary sources of lag are:
  1. network This is the Number One source of lag, and it effects two things:
    1. responsiveness in high avatar environment since each avatar is increasing your network load
    2. lag associated with downloading the world as you move through it, logon or teleport

  2. client memory Theres a lot of objects in an SL sim. If you have < 512meg of memory, paging to disk is significant.
  3. client CPU/graphics Depending on graphics options, rendering a sim 50 times a second takes its toll. Particles are particularly devastating on my own machine, but some of the graphics options (eg anti-aliasing) all take their toll


Azelda



particles shouldn't be so bad unless they are large, and excessive (aka they only lag when they take up a not insignificant fraction of the screen at the same time, requiring more an more pixels to be put through additional rendering passes.

You may want to try local-lighting off. It hurts to say that because i love the effect when used well, but for SL at large theres WAY WAY WAY *WAY* too many objects set light emitting, and it causes significant lag with more'n one or two avatars present
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
12-01-2004 13:00
From: someone
Dont believe? Ask a Linden.


Yeah, I'd love to hear a Linden weigh in on this one.
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
12-01-2004 15:56
I wanted to bring up a point, kind of related, but not. How many listen do you think the average avatar has attached to it? AO use a listen, hug attachments use listen, extra. I wouldn't be surprised if the average avatar has 3 or 4 listen attached to it. Witch is why i've been considering making a control script. A script that could reduce the number of listen per avatar down to one.

If some one made such a script. They could use link messages to send relevant data to specific scripts. Plus people would only need to attach one object Vs the 3 or 4 object they use to have to attach before. The script could even include a few commands to manage all the scripts. Like list active, off (script-Name), on (script-Name), on all, off all, channel (listen channel).

Script would have to be written to take advantage of such a script. oop the code, so it can use link messages as well as listen message. And the ability to detect when the script doesn't need to use it's own listen. And then there is always a need to teach people who to use the script.
Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
12-01-2004 16:27
I ran a test last night, here in Mocha, which was in a reasonable state, hovering around 600 fps. I strapped 32 animation overriders (2 more than the theoretical maximum) to my avatar. The sim fps continued to hover around 600, and script run-time figures seemed unaffected, floating between 2% and 4%.

A few harsh words have been exchanged, and I hope this marks the end of this discussion.

To address Kurt's suggestion of multiplexed listeners, version 0.8 and up (I think) of the Franimation Overriders relay intercepted chat messages through link messages so that other scripts can take advantage of it. The Wet Ikon (amped) Animation Overrider model that I made exploits this feature to relay commands to a GPL'd colour-change script.
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CrazyMonkey Feaver
Monkey Guy
Join date: 1 Jul 2003
Posts: 201
yesm
12-01-2004 16:48
I agree that it should'nt affect the server much, but you never know when the lindens may change things, maybe in the future we may get 0.01 second resoloution with timers :)
CrystalShard Foo
1+1=10
Join date: 6 Feb 2004
Posts: 682
12-01-2004 22:42
That'll also be the day when the Sim FPS average will be 10,000 with moderate load.

And Havok 2.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-02-2004 16:39
From: Francis Chung
I ran a test last night, here in Mocha, which was in a reasonable state, hovering around 600 fps. I strapped 32 animation overriders (2 more than the theoretical maximum) to my avatar. The sim fps continued to hover around 600, and script run-time figures seemed unaffected, floating between 2% and 4%.

A few harsh words have been exchanged, and I hope this marks the end of this discussion.

To address Kurt's suggestion of multiplexed listeners, version 0.8 and up (I think) of the Franimation Overriders relay intercepted chat messages through link messages so that other scripts can take advantage of it. The Wet Ikon (amped) Animation Overrider model that I made exploits this feature to relay commands to a GPL'd colour-change script.


hehe, did you develop parkinsons?
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