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So where will SL set the new script limits?
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Cinnamon Lohner
Script Events are not going to be limited because it is a performance measurement. Also known as Script Performance, it is the number of LSL opcodes being executed a second by the simulator. Note that this is the number of ACTUAL instructions executed in the last second, not the theoretical maximum opcodes/second. If your simulator is not running very many scripts, this number will be low even if performance is good.
http://wiki.secondlife.com/wiki/Statistics_Bar_Guide
Also, your description of Active Scripts is misleading. You have to take Active Objects AND Active Scripts into account when looking at these statistics.
Active Objects - The number of objects containing active scripts on the simulator. This value does not include scripts inside attachments, unless the attachment wearer is sitting on a scripted object.
Active Scripts - The number of running scripts that are currently on the simulator, including scripts attached to agents and objects.
So a sim owner (or Linden for that matter) can't just look at the total number of Active Scripts and start tossing objects overboard. That's because the Active Script number includes the scripts attached to avatars. To make it more complicated, Active Objects counts the object as 1 even if it contains 5 scripts. Active Scripts picks up all scripts running on the simulator.
So a couple live examples - Both sims running lag free at the moment:
Sim #1: Main Agents - 2 Active Objects - 856 Active Scripts - 6416
Sim #2: Main Agents - 13 Active Objects - 847 Active Scripts - 8208
So almost the same number of Active Objects but one sim has 13 ppl and the other 2. Note that both sims are runnng with Time Dilation at 0.99 and Sim FPS at 45 which is a measure of a lag free sim.
--Cinn
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