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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
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06-04-2006 14:26
I've been noticing that script performance seems to be sluggish these days, so today I finally went around to take a closer look. I wrote this script that generates a "script performance score". It's nothing fancy, it just basically times the number of seconds it takes to count to 100. In 1.9, the scores were generally: 0.04 seconds: Completely empty sim 0.4 seconds: Generally average sims 0.8 seconds: Starting to get sluggish 1.5+ seconds: omg the pain default { state_entry() { llSetObjectName( "Lag Timer" ); }
touch_start(integer total_number) { integer i; llResetTime(); for ( i=0; i<100; i++ ); llSay( 0, "Score: " + (string)llGetTime() ); } } Today, floating around the grid, "average" scores seem to be around 0.8s, with a lot of sims in the 1.5+ range. Sim crossings seem to be more unfriendly now too. Anyone else noticing anything similar?
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Iron Perth
Registered User
Join date: 9 Mar 2005
Posts: 802
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06-04-2006 14:34
I was playing around with "Top Scripts" in the estate debug menu today, and I noticed that one of my objects was taking up significant sim time (relatively speaking), even though it isn't doing anything.
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http://ironperth.com - Games for SecondLife and more.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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06-04-2006 14:45
I can't say I've noticed anything.
I've noticed poorer performance in scripts that use llSetPos and llSetRot, but I don't know if that's sim-dependent.
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Neb Soyer
Really good looking.
Join date: 9 Apr 2006
Posts: 45
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06-04-2006 14:53
I agree on the most part, in fact my whole experience seems to be more sluggish, but that'll just be the updates, and me not updating my drivers in about 2 months.
Anyway, I got a score varying from 0.15 to 0.20.
A few results being repeated in a rather new friends sim:
0.200970 0.223358 0.178791 0.201074 0.156393
Just thought I'd give you some results to produce some sort of analysis if you felt like it.
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down in the ghetto.
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
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06-04-2006 14:55
Oh, that's a good point Iron - one thing I've noticed with the top scripts thing - It used to be that objects with that only had non-active scripts (no timers, listens or sensors) wouldn't consume any CPU time unless they were specifically doing something. Now it seems that all scripts consumed CPU time regardless of how whether they're doing anything or contain active elements. While I'm here, does anyone know what the units "Top Scripts" means? The Lindens never answered my question: /139/8e/101238/1.html
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-- ~If you lived here, you would be home by now~
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Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
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06-04-2006 15:29
It is supposed to be ms per frame
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Sator Canetti
Frustrated Catgirl
Join date: 20 Sep 2005
Posts: 130
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06-04-2006 22:30
From: someone 0.044527 0.044527 0.089056 0.044530 0.044532 0.044532 0.133598 0.044530 0.089048 0.044530 10 results from Drepana, northern continent sim, 6383 objects, 2761 active scripts, frame time during test - roughly 15.1ms
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"Have gone to commit suicide. Intend to return from grave Friday. Feed cat." -- A memo by Spider Jerusalem in Transmetropolitan "Some people are like Slinkies; not really good for anything, but they still bring a smile to your face when you push them down a flight of stairs." If you're reading this signature, I've probably just disagreed with you. Welcome to the club 
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