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Number of items in inventory


MIVIMEX
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Hello! I have a question.

Does the number of items in the inventory affect lags? And is there any sense in laying out items in boxes to reduce their number? Does it takes into account, for example, a hundred objects in one box as one object or as all one hundred objects? Thank you!

 

 

Edited by MIVIMEX
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No, it does not affect lag.  It can affect how long it takes you to log in, though, and under some circumstances it could affect how easily you teleport.  If your inventory is too big -- or, more strictly, if you have too many things in a few large folders -- you can time out before the login can finish, so it fails.

Several items in a box are counted as one box, not as several items.  That's why we put long-term storage in boxes.

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3 minutes ago, Rolig Loon said:

No, it does not affect lag.  It can affect how long it takes you to log in, though, and under some circumstances it could affect how easily you teleport.  If your inventory is too big -- or, more strictly, if you have too many things in a few large folders -- you can time out before the login can finish, so it fails.

Several items in a box are counted as one box, not as several items.  That's why we put long-term storage in boxes.

Thanks for the quick response!
Is it possible to conclude that this affects the simcrossing?

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On 06 April 2018 at 7:09 PM, MIVIMEX said:

Is it possible to conclude that this affects the simcrossing?

Sim crossings are basically a specialised form of teleport... Yes, having a huge badly managed inventory can affect sim crossings, that's why many of the really hardcore sl sailors one 2 changes of system clothing, and their collection of boats...

And almost nothing else.
 

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The lag and problems related to region crossing/teleport come mostly from avatar complexity and script load. The region you are in has to package up all the information it has about you and send it to the region you are entering, which has to unpack it and get all your scripts running.

Your avatar and its attachments and clothes are a collection of UUID 's. Those are 128-bit numbers, about 8 bytes of information. So, avatar complexity is sort of a minor thing for crossings. But, scripts are a significant problem. The server has to pack up the server's program code and data memory used by the script, compress it and send it to the destination server. Scripts can use up megabytes of memory. You can get a script counter for free in the marketplace. Also, (Firestorm) look at About Land for the parcel you are standing on. In the general tab, click Script Info->Avatar and you'll see how much server memory is being used by the avatar. I'm generally near 3MB. Above that and you can expect a hiccup now and then when crossing.

Vehicles add to the script load and further complicate region crossings.

Inventory is a list of your stuff kept in a viewer cache that is checked/updated at login. The inventory information does not get sent to the region servers. So, there is no impact on region crossings from inventory size, AFAIK. If you change appearance or work with inventory in a region, your information is passing through the region server to the inventory management system. Mostly passing along UUID's and some instructions on what to do with them.

So, once logged in, inventory size just doesn't matter. Rolig pointed out what a 'flat' inventory can do to you at login, slow or block it. But, size is pretty much irrelevant provided you don't put thousands of items in a single folder. 

Edited by Nalates Urriah
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On 16 April 2018 at 10:56 PM, Nalates Urriah said:

Inventory is a list of your stuff kept in a viewer cache that is checked/updated at login. The inventory information does not get sent to the region servers. So, there is no impact on region crossings from inventory size, AFAIK.

The region simulator yo0u are on periodically updates the data held on the ASSET servers, about the current state of your inventory.

If for example you attach a prim cube to your hand, then edit it's colour, and then trigger a fake viewer crash to desktop, before the simulator gets round to updating the  ASSET server, when you log back in, the cube will have reverted to it's old colour...

This is or should be well known, many many people have found that something they were editing on their avatar will have reverted on relog after a crash.

This is why some updatable items, come with instructions to wear the item for 30 seconds after the update, then detach, wait 30 seconds and re-attach to make sure the 'update' takes.

When you teleport or make a sim crossing, the current state of every item in your inventory is sent to the ASSET servers, a simulator doesn't keep track of which items you have rezzed, edited and taken back while on that sim, or which scripted items you used the menus on, and just send a list of the changed items, so it sends the total current state of EVERYTHING.

When you arrive on the destination sim... It pulls down current inventory data, attaches what needs to be attached, wears what needs to be worn, and starts firing up scripts with the latest stored memory states from the ASSET servers.

Scripts are run by the sim servers, and their memory states are held on the sim server while the script runs, but when you change sims, the script is halted, its memory state is sent to the ASSET server, and the destination sim downloads the memory state from the ASSET server in order to restart the script in the same state that it left the source sim.

The more stuff you have, the longer it can take to update the asset server, and the longer it takes to download that updated data at the other end.

It's not a question of the target sim needing to know what you have but needing to know the current state of those items it is expected to rez, attach to your avatar, and run scripts for.

If this state isn't sent from the source sim to the asset server, and from the asset server to the destination sim, then every script you wear would reset to default factory values every time you changed sims. If you edited your hair and changed its colour, walking across the sim border would revert it to its factory default state.

The TP system is set up to ensure that inventory status is updated on the asset servers just before departure from Sim A, to ensure you arrive on Sim B in the same state that you left Sim A.



 

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