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NeoBokrug Elytis

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Everything posted by NeoBokrug Elytis

  1. Adding to this thread some observations over the last week on SLS Main channel: At times, scripted objects freshly rezzed from other objects take a while to start up (again). Anywhere from 2-5 seconds. Also a few 499 http errors.
  2. Hmm, I don't know. Most of the logs I have show regions going from Up to Stopping, which means a graceful shutdown usually.
  3. Is it me, or is a region restart roll going actively on -- today Friday the 23rd?
  4. Reflections were a beta thing back in 2007. Maybe when LL is working on moving from OpenGL to Vulkan, they can bring it back.
  5. It should be a % of Land Impact / Region Capacity, accounting for +/- region bonus. And optional for estate owners.
  6. You're not wrong @animats, but I think that's not the correct answer. When you pull up the Top Scripts floater for the region, it lists all scripted content in the region as well as all their script times -- including the idle scripted content. And that still adds up to much less than the statistics pane. When you pull up the Statistics floater and that reports Script Time ms that's far greater than Top scripts -- as in a magnitude of 4 or greater. At the most recent server meeting I asked about this very issue, and @Mazidox Linden had mentioned that it's possibly pulling the numbers from two different places in the simulator code. It would be nice to get this fixed so we know what's being bad, and what's not. Right now I kind of go by script memory and script time, because usually more script memory == more scripts.
  7. Seems to be the same based on my observations. Hopefully this is a work in progress. Script time on the Statistics floater still does not match script time on the Top Scripts Floater. Top Scripts will report ~6ms of time, while Statistics will show 20ms (probably capped by the region)
  8. I like to think that it is an actual fix even though I have no evidence of it yet; because it was a sudden change in performance. Like the initial bug report, there was just a day where script performance drastically changed. I have a 10 region estate that hosts rather complex MMO-like games (for SL). Initially some of the systems behind the game started complaining as I didn't have failover checks for REALLY old components. Then when trying to host events where there's a lot of avatars in the region and a simple rez intensive process going on, it really hit home to how bad things had gotten. All of my regions had about 99% in most stats before the initial bug, but after that day is when I saw scripts run taking a huge dump. I have been trying to develop a way to benchmark this invisible script lag, without any proper way to pull the "Scripts Run" stat. I've found a single way to at least detect poor script performance, but not get consistent results with the results I'm getting. I'll definitely be re-benchmarking things once this hits main channel and provide some feedback.
  9. That's amazing! I hope it's actual performance and not just adjusted numbers! If you'd like to share your discoveries @Mazidox Linden I am super eager to hear the story of how you defeated the lag monster.
  10. ohmygod. Thank you. Thank you. Thank you! 🤖
  11. Chill your entitlement down there, buddy. It's easier to coax out answers when you're not acting as you are now.
  12. Use the attach event. If the key returned by the event isn't null key, it's freshly attached, and null key means it's detached. I know of no instances where on_rez prevents the attach event from being triggered. Using on_rez for the purposes you've stated above is a waste of events being triggered and more of a burden on the region than doing it properly with just attach attach(key av) { if (av) { // Something is attached } else { // Something was detached } }
  13. @Kyle LindenI too also heavily use the KVP features of Experiences. Please make sure my entire estate "The Wastelands" is opted-out. If I need to file a support ticket please let me know.
  14. I have a technical question. Do upgraded private regions with an extra 10k prims also get 30% more allowed time per frame -- or is it just the extra LI? If not, would LL consider boosting the extra 30% allowed script time to go with the extra content on the region?
  15. As with any game that has rewards, people WILL try to cheat, and unfortunately in SL it's very easy. Having worked on my own SL experience powered games, I can say that accounting for cheaters in SL, and still letting non-cheaters wear any content they want, is a very difficult task to accomplish. It IS do-able, but it has taken a lot of my own R&D time to fine tune to minimize the false positives. I think right now PaleoQuest is probably going through the a similar experience that I had. Basically it took me 4 months to iron out a set of functions to limit one type of cheating, all the while there were a lot of false positives, so legit players felt punished. It's a hard thing to figure out and balance, but it can be done. All I gotta say is, to those who play PaleoQuest, hang in there. I am sure LL doesn't want you to have a bad time.
  16. So this discussion of chat distances being changed is getting a little pear shaped and spreading FUD. IIRC -- it's only changeable by ESTATE OWNERS and only for channel zero. There ARE use cases where having region wide, or multi-region wide chat is a benefit such as large events or venues. I, personally won't be changing these values but I understand the need for them.
  17. Here's a new one, trying to create a new script in an object. Second Life Server 2020-05-15T18:31:37.542403
  18. No, that's new. I was referring to complete failure of on_rez to trigger. It's a hot mess.
  19. I can't come up with words to express my frustration, but... In the future if any LSL event is not firing after a roll, let's consider it a showstopper and do a rollback? LSL is critical to SL operations, a function misbehaving might be tolerable; but a whole event failing is intolerable. </two-cents>
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