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Question about animation scripts and lag

Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
02-25-2008 12:58
The sim I live in has been having some issues and the lindens have been giving me data to help reduce these issues. It would seem that anything animation related is drawing .500ms of script time when in use. A dance pole for instance. A single sit script. And a dance ball using the Solop server i obtained here on these forums. That one is drawing a whopping 1 ms of script time when 20 avatars are using it.

My question/s are, Is this a normal consequence of animation scripts? Are these scripts just poorly scripted and something else can do better? Keep in mind the spike in script time is only when it is in use.
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
02-25-2008 13:10
Animations _should_ be pretty low lag as far as I'm aware, if all they do is start and stop animations on appropriate triggers. Modern AOs, for instance, which are carefully scripted, start and stop animations all the time but don't cause much in the way of lag.

It is hard to say whether the ones you have are bad without seeing them, but I'd guess that if it is their fault, the problem is more that they're doing really rapid sensor scans, or are otherwise laggy for some other reason rather than them being animation-related.
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Daten Thielt
Registered User
Join date: 1 Dec 2006
Posts: 104
02-25-2008 18:14
hehe welcome to the big bang. Animation scripts are not laggy full stop they normaly run at 0.035ms when in use BUT when an av sits on it the script times can go up to 0.700 because recently its found that the script time is counted using the script AND the avatar attachments. bottom line

animation scripts lag comes from the attachments the avatar is using .
bit more info for ya

animation scripts that are counting attachments also count huds. if ur using an AO it shows more lag than without an AO. ive been testing this for the past week and will be posting my results to a linden. either way lag MS that come from animation objects are a false reading of the avatar atachments as well. :)

Vote for the fix here please :)
http://jira.secondlife.com/browse/SVC-1669
Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
02-25-2008 18:35
I thought there was something fishy with that. Next support call for the sim (mainland) i will ask the Linden to help me test this.
Alicia Sautereau
if (!social) hide;
Join date: 20 Feb 2007
Posts: 3,125
02-25-2008 19:21
From: Daten Thielt
hehe welcome to the big bang. Animation scripts are not laggy full stop they normaly run at 0.035ms when in use BUT when an av sits on it the script times can go up to 0.700 because recently its found that the script time is counted using the script AND the avatar attachments. bottom line

animation scripts lag comes from the attachments the avatar is using .
bit more info for ya

animation scripts that are counting attachments also count huds. if ur using an AO it shows more lag than without an AO. ive been testing this for the past week and will be posting my results to a linden. either way lag MS that come from animation objects are a false reading of the avatar atachments as well. :)

Vote for the fix here please :)
http://jira.secondlife.com/browse/SVC-1669

scary but with estate tools, you know who should ditch a few attachements :)
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Argos Hawks
Eclectically Esoteric
Join date: 24 Jan 2007
Posts: 1,037
02-26-2008 18:53
From: Alicia Sautereau
scary but with estate tools, you know who should ditch a few attachements :)

If I read this thread right, that's only true if everyone is sitting on an equally coded scripted item. If there's another way to tell, I'd love to hear it. Sometimes a handful of visitors can add over 1000 scripts to the sims count, and I'd love to be able to tell where the bulk of them were coming from.
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