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Laggy sim distressed real estate

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Are high-lag sims considered distressed real estate? Does lag drive prices down? Does someone track lag for that purpose?

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9 minutes ago, animats said:

Are high-lag sims considered distressed real estate? Does lag drive prices down? Does someone track lag for that purpose?

not sure how many do it, but when i move my home, ( live at the mainland)  i always check at a few different times for green dots... hidden clubs in the sky, or stores with old vendors and thousends of scripts...if there are, i'm out...

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I also would look to see if there are any prim babies or prim baby accessories present.

I have found that prim babies are a major lag contributor. I was helping someone looking for land once track down the source of what was consuming all available script timing in the region and found a house with 5 prim babies running around.

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Remember that your neighbors can change AT ANY TIME LOL. It isn't the LAND that is the issue. Still I agree that when moving some carefully looking at how things are at that time is a VERY GOOD PLAN.  

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If the estate has a good covenant, then people changing and creating excessive lag is less of a problem, normally a chat to your landlord will allow the problem to be fixed.

Except on mainland. On mainland you are mostly SOL, especially if you are unfortunate to rent from one of the more disreputable slumlords.

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11 minutes ago, Callum Meriman said:

If the estate has a good covenant, then people changing and creating excessive lag is less of a problem, normally a chat to your landlord will allow the problem to be fixed.

Except on mainland. On mainland you are mostly SOL, especially if you are unfortunate to rent from one of the more disreputable slumlords.

Madlander Max, the Prim Warrior wrote: "Madlands! No Rulez! No Rulez! Witness! *sprays silver paint on his mouth as he mashes the Nitrous Oxide button on the dashboard of his V8 Primterceptor and screams off down the LL Protected Road to cash out the 3 months rent you paid him*"

lv9i3.jpg
 




 

Edited by Klytyna
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2 hours ago, Klytyna said:

Madlander Max, the Prim Warrior wrote: "Madlands! No Rulez! No Rulez! Witness! *sprays silver paint on his mouth as he mashes the Nitrous Oxide button on the dashboard of his V8 Primterceptor and screams off down the LL Protected Road to cash out the 3 months rent you paid him*"

lv9i3.jpg
 




 

Madlander reporting in ! Neighbourhood disputes? Release the breedables!

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When selling/renting land in SL I leave a script resource meter on the land so people can see the current and historic performance of the sim.

Buyers and renters alike have said it has been a factor in them deciding on my properties.

If renting,  I also recommend dropping only a couple of weeks tier down to see  what your real experience is like. If its great with no lag - stay  - else boogie away. SL is a big place and there is always more land.

 

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17 hours ago, JJ Hoobinoo said:

When selling/renting land in SL I leave a script resource meter on the land so people can see the current and historic performance of the sim.

What meter do you recommend? I'm still trying to figure out why Vallone is lagging. It's not avatar-related.

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Scripted meters really aren't going to help with Vallone because they can't see enough granularity to diagnose anything but the most obvious performance problem.

Specific to that sim, as I mentioned in an earlier thread, the only statistic that reliably moves with the dilation effect is "Pump IO" which is apparently a kind of catch-all for time not otherwise accounted for, so assistance from the Lab may be needed. You might want to point out the Pump IO statistic (screen shot the Statistics bar with the relevant numbers showing during a lag burst). You could also mention this ancient post that suggests a sim restart with scripts initially disabled as a way of sweeping out "phantom scripts" -- although much has changed since 2010, so it's as close to superstition as makes no difference.

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10 hours ago, Qie Niangao said:

Scripted meters really aren't going to help with Vallone because they can't see enough granularity to diagnose anything but the most obvious performance problem.

Specific to that sim, as I mentioned in an earlier thread, the only statistic that reliably moves with the dilation effect is "Pump IO" which is apparently a kind of catch-all for time not otherwise accounted for, so assistance from the Lab may be needed. You might want to point out the Pump IO statistic (screen shot the Statistics bar with the relevant numbers showing during a lag burst). You could also mention this ancient post that suggests a sim restart with scripts initially disabled as a way of sweeping out "phantom scripts" -- although much has changed since 2010, so it's as close to superstition as makes no difference.

LL support looked into this, but didn't find it. It's something which, every 10-15 seconds, creates a huge load for a fraction of a second. Averaged over time, the load is low. Right now, I'm checking into a greeter.  One landlord has a "land board" which they wrote themselves to notice whenever someone enters one their parcels. It's very easy to make  expensive llSensor() calls.

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Here are three snapshots of the stats from that sim.

5ab4244cd803e_Skjermbilde(1157).png.3b04a40ccc8181fa84c9e6b449c61987.png5ab42462e1563_Skjermbilde(1156).png.f7df85c694afd40ca02042aa2fa9eb20.png5ab42477454b2_Skjermbilde(1160).png.8209e94165a1484b1d40f0f6805f39f4.png

I never thought I'd see a sim with 40 ms spare time. Something is definitely off in the way the stats are presented there. ;)

Anyway, it seems clear that it's Pump IO time that is the problem. According to SImon Linden, that is "time spent handling network traffic ... dealing with request responses, etc. It doesn't say which specific ones, however".

That doesn't help too much but at least it seems the greeter is innocent.

 

Edit:

I went back to do another check and found only one parcel with scripts using URLs. That's probably not the cause but I suppose it's worth a closer look.

Oh and you may want to look at this old thread:

and these two old user group transcripts:

http://wiki.secondlife.com/wiki/Simulator_User_Group/Transcripts/2011.08.26

http://wiki.secondlife.com/wiki/Simulator_User_Group/Transcripts/2011.03.04

 

Edited by ChinRey
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I saw it peak much higher than that -- hundreds of milliseconds, all locked into this "Pump IO" trap. Something is drastically wrong with this particular sim -- I'd almost guess hardware (maybe network interface) but with Lindens involved, they'd have already swapped it to a different host, and still the problem persists.

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6 hours ago, Qie Niangao said:

I saw it peak much higher than that -- hundreds of milliseconds

I'm not surprised, I only spent a ew minutes there and saw several such peaks.

 

6 hours ago, Qie Niangao said:

Something is drastically wrong with this particular sim

Maybe not. I've beed trying to find out what Pump IO actually is and it seems it includes, among other things, communication with the russounding regions. Maybe we should look at the neighbor sims too?

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We've read the same ancient scrolls about Pump IO, I think. I've been trying to take seriously the idea that network is somehow involved -- or more generally, that there really is something related to "IO" going on, rather than a calculation artifact of some unknown, unrelated frame-extending event.

I took another look around. There's a busy-ish escort service in one neighboring region, although that sim has nothing like the lag spikes in Vallone. There's no reason to think the IO-pumping is symmetrical, though, but then I figured: if a neighboring region is bringing Vallone to its knees, one would expect other neighbors of that neighbor to also be affected, and I couldn't find any other sim in the vicinity with similar symptoms.

That doesn't "disprove" anything, of course, it's just another datapoint.

Still, I sure would like to see the "phantom scripts" superstition dispelled by a Linden trying Ann OToole's fix of restarting the sim with scripts disabled.

Failing that... well, I was going to suggest something about Vallone sharing a server with a bad-acting sim, but don't sims get re-homed to a different server when restarted? If so, that would rule out any theory that's pegged to specific hardware.

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