Jump to content

Script Time, and the Importance of Avatar Weight.


MajesV4
 Share

You are about to reply to a thread that has been inactive for 613 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

On 5/19/2019 at 9:48 PM, animats said:

One big problem, which I consider a bug in SL, is that scripts doing absolutely nothing use some time on every frame. The system asks them, on every frame, "You need to do anything?" The script says "No." This takes a tiny amount of time. About 0.003ms per script per frame. But if you have 4000 scripts in a sim, there's 12ms of time going down the drain. You only have about 16ms for all the scripts.

So resizers, appliers, and similar inactive scripts do eat some time. Removing them from static objects helps, a tiny amount for each script. Keep an unmodified copy in inventory,  and modify a working copy. This is also true for clothing. Appliers and resizers can often be removed once the garment fits. But keep an unmodified copy as a backup.

 

Do you mean say scripts like a basic hover text scripts ... or do you mean scripts set not to running also. 

Link to comment
Share on other sites

4 hours ago, Sorina Garrigus said:

Do you mean say scripts like a basic hover text scripts ... or do you mean scripts set not to running also. 

You can delete a hover text script once you've set the text. Same goes for things like basic particle scripts, rotation and texture animation. Once they're set, they're properties of the prim, so you don't need the script anymore (but keep a copy of it in your inventory, so you can add it back later if you need to change something).

  • Thanks 1
Link to comment
Share on other sites

7 hours ago, Sorina Garrigus said:

Do you mean say scripts like a basic hover text scripts ... or do you mean scripts set not to running also. 

This is a really old thread and things have changed rather dramatically in the past year, affecting idle script performance very much for the better. It's still good "computing hygiene" to remove scripts that set prim properties and never do anything else again, as @Polenth Yue mentioned, because even scripts set not running use some bit of memory in the sim, but sim (script) memory hasn't really been a common problem for years. What was a problem until recently was the way the sim's script scheduler handled idle scripts: those set to running but having no events to handle: those used to get a tiny timeslice every frame, just to discover there's nothing for them to do. That appears to have changed, and many regions with lots of those idle scripts that used to have less than 100% scripts run suddenly had a bit of Spare time in each frame.

  • Like 3
Link to comment
Share on other sites

You are about to reply to a thread that has been inactive for 613 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...