Erogenous Engel
Registered User
Join date: 1 Oct 2004
Posts: 14
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11-30-2004 14:29
... it were possible to create a 'lag detector'. Something that could be rezzed and that would automatically move towards objects that were responsible for bringing down a sim's performance.
I suppose you'd need configuration options on what it would look for, but heck, I'm just talking out loud and not thinking of whether this is actually possible or not.
-ee
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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11-30-2004 14:33
From: Erogenous Engel ... it were possible to create a 'lag detector'. Something that could be rezzed and that would automatically move towards objects that were responsible for bringing down a sim's performance.
I suppose you'd need configuration options on what it would look for, but heck, I'm just talking out loud and not thinking of whether this is actually possible or not.
-ee Great, you just got a colorful visual picture into my head... A LAGMAG, or Lag Detector Magnet. It'd be cute and practical, if it could be done. I don't know if this is technically feasible.
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Ardith Mifflin
Mecha Fiend
Join date: 5 Jun 2004
Posts: 1,416
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11-30-2004 18:28
So when your object, which is querying the world every 0.1 seconds and flying about detects itself, does it tear a hole in the drama-lag continuum?
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
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12-01-2004 04:41
This is jsut me, and my option
Rarely is lag associated with a single object, it is the build up of many scripts, textures, objects, and avatars that causes lag. If you have a 1000 objects is the 1000th object some how responsible? if you removed the 99th object, it would give the same performance boost as removing the 88th object or the 1000th object.
Even if some one created a lag detecter. It would probable give allot of false positives. I can just imagines a nabbers fighting. Because nabber a with 1000 object noticed a drop in sim resources when nabber b, who has 10 object, creats his 11th object.
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Issarlk Chatnoir
Cross L. apologist.
Join date: 3 Oct 2004
Posts: 424
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12-01-2004 04:52
A lag detector would be cool though ; maybe something that tells you how much each script in the area adds to lag individually?
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Vincit omnia Chaos From: Flugelhorn McHenry Anyway, ignore me, just listen to the cow
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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12-01-2004 13:04
Yeah, and then a lamer detector, that hovers over the people who're bringing down the group and no one really wants to have around 
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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12-01-2004 14:42
Yeah, this is clearly necessary.
The discussion was that it's too difficult.
They must have made a serious mistake if they can't get a list of all LSL scripts running and the process time they are using.
For example, each process call could have a cost associated with it and everytime that call is made it could increase the 'cost' of the process that is running it.
There seems to be a lot of things that could be done. I find it particularly strange that they haven't done them..
But, then, maybe this will all be in the next patch.
Nobody knows, because they certainly have a problem with letting us know.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper " Changing Realities: User Creation, Communication, and Innovation in Digital Worlds : " User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
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