Lower lag
Posted: Wed Feb 23, 2011 11:29 am
Hello everyone!
Two days ago, Zert and me had an interesting discussion about the scripts in Kuula.
Zert was so kind to script and leave a test object in Ukanipo that was logging sim restarts. There was one, and the texture animation on that object remained, even after he removed the script, and the sim got restarted. Means, as far as we're aware, the texture animation becomes part of the prim and there is no more need for a script. So, instead of using llTargetOmega we could replace them, by using texture animation (i.e. NCI Help Spinner, NCI AR Sign, NCI Donation Kiosk) and remove the scripts, what might use less ressources.
It is just one out of many examples, but nevertheless it's a start.
Also, I am sure we have a lot of scripts that are running (in) Mono, and some are not.
It would be very interesting to investigate that and see, if really all scripts profit from it (well, their rendering time).
Additionally we should finally check, if there are still any unneeded scripts running (Banlink, Cage-, and Fraud-Detector (at the Beach was one that was rezzing covering prims around Pyramid-, and Ponzi scheme-Objects that were using scripted payment methods.).
Ther is also a script in each of the seats in the upper deck in Kuula...
Are all these scripts really still needed/useful, or could they get deleted and disengage the server, that is hosting the sim?
Long story short: What about a (small) team, like the builder team for the DS sim, that looks deeper into that? I would have thought about 5-6 people. Maybe 2-3 scripters, 1 or 2 people that are familiar with server software (Le Tigre and other) and 1-2 Land Officers/the Snr. LO, who has access to the alts that own the rezzed objects, and last not but not least one person, that has either Estate Manager rights and, or that has access to an additional sim, where we can rez copies objects, to make comparisons.
I am sure it could be done within one, or two days: Make a list of the used objects and their scripts, get the values of their rendering time from the EM, pass a copy of the used scripts to the scripters(*1*) and let them examine, if it's still needed/coded effectively(*2*) or could be improved, go to the other sim, rez a version that is running (in) Mono and one that isn't. Compare (EM), and note the result(s).
Finally pass a result list to all, that can do changes to the scripts, that are in the original objects, to do any needed changes to the scripts, that are running on all NCI sims (not only Kuula would profit from it).
IDK how much this could, or will improve the lag, but as far as I remember (when I had EM rights elsewhere), I was able to lower the rendering time of some (of my) objects by 10 - 30%. This might be worth the effort.
Oh, btw: At the same time 1-2 ppl could join the team, and finally check the content (especially LM givers), if they are still up-to-date. IDK if Krystal made that as well, or was primarily focused on updating the old notecards.
So, what do you think? Any additional ideas, interest or experience (what I might have missed)?
*1*: Doesn't apply to all scripts. Some (very complex) scripts (i.e. Freebie vendors) are probably too...uhm, important/sensitive, to give away copies, so they might be left out. Besides I am pretty sure the scripters knew what they were doing.
In such cases the EM might just enter the current renering time.
*2*: I.e. can a script pass on its floating text, and just use an overworked texture instead (like, click here to get LM, tp to... etc.), or would it be possible/usefull to combine some objects/scripts and use a less complex script, that still fulfills the same objective.
In Kuula are 13 or 14 posters with a LM/NC giver - what about a board (like the Freebies) that passes their content, if it's touched by a person. Would that script use less or more ressources that all the single LM/NC givers...such things.
All combinded might improve sim stability.
Your turn.
Two days ago, Zert and me had an interesting discussion about the scripts in Kuula.
Zert was so kind to script and leave a test object in Ukanipo that was logging sim restarts. There was one, and the texture animation on that object remained, even after he removed the script, and the sim got restarted. Means, as far as we're aware, the texture animation becomes part of the prim and there is no more need for a script. So, instead of using llTargetOmega we could replace them, by using texture animation (i.e. NCI Help Spinner, NCI AR Sign, NCI Donation Kiosk) and remove the scripts, what might use less ressources.
It is just one out of many examples, but nevertheless it's a start.
Also, I am sure we have a lot of scripts that are running (in) Mono, and some are not.
It would be very interesting to investigate that and see, if really all scripts profit from it (well, their rendering time).
Additionally we should finally check, if there are still any unneeded scripts running (Banlink, Cage-, and Fraud-Detector (at the Beach was one that was rezzing covering prims around Pyramid-, and Ponzi scheme-Objects that were using scripted payment methods.).
Ther is also a script in each of the seats in the upper deck in Kuula...
Are all these scripts really still needed/useful, or could they get deleted and disengage the server, that is hosting the sim?
Long story short: What about a (small) team, like the builder team for the DS sim, that looks deeper into that? I would have thought about 5-6 people. Maybe 2-3 scripters, 1 or 2 people that are familiar with server software (Le Tigre and other) and 1-2 Land Officers/the Snr. LO, who has access to the alts that own the rezzed objects, and last not but not least one person, that has either Estate Manager rights and, or that has access to an additional sim, where we can rez copies objects, to make comparisons.
I am sure it could be done within one, or two days: Make a list of the used objects and their scripts, get the values of their rendering time from the EM, pass a copy of the used scripts to the scripters(*1*) and let them examine, if it's still needed/coded effectively(*2*) or could be improved, go to the other sim, rez a version that is running (in) Mono and one that isn't. Compare (EM), and note the result(s).
Finally pass a result list to all, that can do changes to the scripts, that are in the original objects, to do any needed changes to the scripts, that are running on all NCI sims (not only Kuula would profit from it).
IDK how much this could, or will improve the lag, but as far as I remember (when I had EM rights elsewhere), I was able to lower the rendering time of some (of my) objects by 10 - 30%. This might be worth the effort.
Oh, btw: At the same time 1-2 ppl could join the team, and finally check the content (especially LM givers), if they are still up-to-date. IDK if Krystal made that as well, or was primarily focused on updating the old notecards.
So, what do you think? Any additional ideas, interest or experience (what I might have missed)?
*1*: Doesn't apply to all scripts. Some (very complex) scripts (i.e. Freebie vendors) are probably too...uhm, important/sensitive, to give away copies, so they might be left out. Besides I am pretty sure the scripters knew what they were doing.
In such cases the EM might just enter the current renering time.
*2*: I.e. can a script pass on its floating text, and just use an overworked texture instead (like, click here to get LM, tp to... etc.), or would it be possible/usefull to combine some objects/scripts and use a less complex script, that still fulfills the same objective.
In Kuula are 13 or 14 posters with a LM/NC giver - what about a board (like the Freebies) that passes their content, if it's touched by a person. Would that script use less or more ressources that all the single LM/NC givers...such things.
All combinded might improve sim stability.
Your turn.