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Lag meter always in the red at home plot


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2 hours ago, JuliVelden said:

Using the nifty tool of Ctrl Alt Shft U, I've noticed that some sims in SL have great explosions of red object update indicators below the water often at the corners.  Can it be that the off-sim environmental surround features?  Are we seeing their object update indicators on-sim at that edge and way down deep before the water?

Three shots of Lehela, SW corner.  Shot 1, you see the off-sim features. Shot 2 the cam from same side is swung down far below the surface looking upward at a slant.  Shot 3 it rises just below the surface to show depth and is in wireframe.  Any suggestions what this is?  I know other examples than this one.

It could be a wave controller or something like that. Try getting as close as you can to the source of the red boxes and then look for transparent things.

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3 hours ago, JuliVelden said:

Using the nifty tool of Ctrl Alt Shft U, I've noticed that some sims in SL have great explosions of red object update indicators below the water often at the corners.  Can it be that the off-sim environmental surround features?  Are we seeing their object update indicators on-sim at that edge and way down deep before the water?

Three shots of Lehela, SW corner.  Shot 1, you see the off-sim features. Shot 2 the cam from same side is swung down far below the surface looking upward at a slant.  Shot 3 it rises just below the surface to show depth and is in wireframe.  Any suggestions what this is?  I know other examples than this one.

SW corner is 0.0.0 coords and it's where viewer "sees" some objects sometimes. Also all 'lost" objects go there too, so it's like the garbage bin of the region. Derendered objects also tend to appear there in most weird possible. If you derender a lot of them in the region, then there's a chance (usually after relog in this exact region) that you might see some of their parts there if you right click the empty space.

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Yes, I've seen the gar

16 hours ago, Polenth Yue said:

It could be a wave controller or something like that.

Yes, I scoured the corner closely with transparencies on as I know a controller prim can be tiny.  I couldn't find anything.  But this all leads to the question, if sim landscaping surrounds can be sources of constant object updates striking our viewers and taxing our CPUs, that seems contributory to the lag discussions going on.

I investigated other sims and went to Muddy's since it has lag issues and found a burst of red update indicators at one isolated corner (I think SE) where a mesh pair of pants, a hair and a necklace are "lost" garbage embedded there and emanating needless load.  And this issue could be commonplace.  I find that the sim where my parcel is located has this same issue of great bursts of red indicators coming from "lost" objects buried in a corner, one of which is a CasperVend.  Sometimes these objects (suggested by the slow stream of blue indicator lights suggesting an object is there) are impossible to touch, or rezz and see.  I've not been able to rezz the mesh at Muddy's corner a second time, or a third try at getting a pic. 

Additionally, I might add that while clicking around Muddy's troubled corner trying for another rezz I clicked another object that sent my cam reeling upward, and it was the Sominel Edelman landscaping surround.  I know their can be issues when landscaping surrounds are placed at corners where two sims are flatly joined together, and that describe's Muddy's corner.  Edelman states its features should be installed only where adjoining sims touch at the tips of corners, i.e. diagonally.  There are different types of features of course, yet if they surround a sim as an object what complications might this add, I have no clue.  Can these off-sim landscaping features be significant contributors to lag if not well placed or adjusted correctly? 

 

 

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  • 3 weeks later...

Get a script scanner -- they are free on the Marketplace -- and go over your parcel and see what it taking up a high amount of script time, i.e. over the middle three digits. Breedables, some particle makers, weapons, rocking chairs, adult furniture, etc. can cause these high script times and that can put then lot in the red.

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