07-24-2006 20:46
Hi all,

I was just wondering what is the lag difference caused by using a listener and doing prim to prim communication vs. having a prim via script do an httprequest out and then have an XML-RPC call come back and communicate with the correct prim. In essence does using web call ins and outs cause more or less lag then keeping everything in game using listeners?

Also, I have one other lag question that have probably been answered numerous times, but if you feel like tossing me another bone and answering that would be appreciated.

What causes more lag, having a lot of prims or having a lot of hi-res textures? The reason I ask is sometimes you can fake details in building by using detailed textures, but if hi-res textures cause more lag if you have a high prim limit would it be better to use prims instead of detailed textures? Just curious.

Also, here is a bonus for all you .net folks using the sample c# XML-RPC code found here on the forum. For some reason it doesn't always work on the first time. So I ended up doing something like this, this seems to work consistently. As to why this is, anyone have a comment? Hope this helps someone.

SL.XmlRPCRequest c = new SL.XmlRPCRequest();
c.Channel = SLScriptGUID;
c.StringValue = "Station " + Request.QueryString["SID"] + " has requested help ";
c.IntValue = 0;
try
{
c.SendXMLRPC();
}
catch
{
try
{
c.SendXMLRPC();
}
catch { }
}