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Full-primitive updates

Komuso Tokugawa
Registered User
Join date: 3 Mar 2005
Posts: 93
05-08-2005 10:37
Hello,
ref: http://secondlife.com/badgeo/wakka.php?wakka=Lag
Bottom - Check that your scripts aren't forcing many full-primitive updates.

Is there a definative list of what functions perform full-primitive updates and which ones perform terse-primitive updates?

Any other info on optimising client side updates much appreciated.

thanks,
kt
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-08-2005 22:26
This list delineates much of what causes prim updates. Anything that calls physics generally calls an update, as well.

Others:
http://secondlife.com/badgeo/wakka.php?wakka=llRotLookAt
http://secondlife.com/badgeo/wakka.php?wakka=llLookAt
http://secondlife.com/badgeo/wakka.php?wakka=llSetText
http://secondlife.com/badgeo/wakka.php?wakka=llMoveToTarget
...

... okay, so just about every function that does something visible to a prim causes an update. There are a couple exceptions.

1) llSetTextureAnim

llSetTextureAnim only calls an update when it is initially updated or when a client requests its data. It does not "repeatedly" call updates, even though the effect is constant.

2) llParticleSystem

This function also only calls updates once it's initially invoked and when requested, but not much else.

3) llTargetOmega

Ditto.

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In other words, any time you change what a prim is doing through LSL by calling an LL function, it will call an update on the primitive. Just letting it sit there with attributes set typically will not.

As an aside, large texture files can also create their own lag, not because of the number of requests but instead the volume of the data being requested. Use caution with your files. :)
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Komuso Tokugawa
Registered User
Join date: 3 Mar 2005
Posts: 93
05-08-2005 23:43
Thank you very much.