Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Testing script time

Jenni Darkwatch
Registered User
Join date: 21 Jun 2009
Posts: 25
02-04-2010 12:13
To test how laggy my scripts are I usually hop onto the water (protected land) sim next to my home. It normally has a consistent script time<=0.01 if no one else is there. Two questions about that:

1. Why does it show as 0.01 script time? Shouldn't it be zero? I did check out other water sims and they all seem to be consistently at<=0.01

2. Is script time consistent on every sim type? I.e. script time of 0.04 on a water sim (which is one of these 37xx-prim sims) vs. a full sim?

Question #2 is the important one, as I'd very much like to disclose script time in addition to prim count on anything I make. Hopefully we'll get these script limits and associated tools soon. :)
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-04-2010 22:34
#1:
not entirely sure... but when you pop over to that water sim are you also removing all the scripts on your avatar, things like AO's etc? there's a number for active scripts on the sim... it should read EXACTLY the number of scripts in your testing object for the most accurate test. (I have a specific avatar with no AO that I use for this purpose myself)

#2
if you mean for the same object... in general, yes, but that's usually going to be the IDLE speed, when it's not working.... a better average is making dozens of those same script work in various states representing the amount of time they spend doing certain things, and then take an average of script time.

as far as disclosing script time, you can do that, but from the looks of things, LL's script restrictions will be based on script count.
_____________________
|
| . "Cat-Like Typing Detected"
| . This post may contain errors in logic, spelling, and
| . grammar known to the SL populace to cause confusion
|
| - Please Use PHP tags when posting scripts/code, Thanks.
| - Can't See PHP or URL Tags Correctly? Check Out This Link...
| -
Jenni Darkwatch
Registered User
Join date: 21 Jun 2009
Posts: 25
02-05-2010 17:55
#1: I've gone ahead and checked again. Empty sim, no avi on it:
Main Agents: 1
Child Agents: 2
Objects/Active Objects/Active Scripts/Script Events: all 0
Script time: 0.003 (spikes to 0.005 occasionally)
Screenie: http://cathouse.mine.nu/ScriptTimeOddity.jpg

#2: Hmmm good point about idle/working time. I think the "normal" time would be an average use time. For most of my scripts there's really not much difference between active and idle. Not to mention: Can't rez in these sims, so I'm somewhat limited by how many attachment points I have, thus limiting how many I can test simultaneously.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-05-2010 18:47
attach one object with multiple parts to the hud point, open the scripts for each, and close edit... at least that's what I do when I'm not on beta grid
_____________________
|
| . "Cat-Like Typing Detected"
| . This post may contain errors in logic, spelling, and
| . grammar known to the SL populace to cause confusion
|
| - Please Use PHP tags when posting scripts/code, Thanks.
| - Can't See PHP or URL Tags Correctly? Check Out This Link...
| -
Jenni Darkwatch
Registered User
Join date: 21 Jun 2009
Posts: 25
02-05-2010 18:48
From: Void Singer
attach one object with multiple parts to the hud point, open the scripts for each, and close edit... at least that's what I do when I'm not on beta grid


Thanks for the tip, will do.