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Simon Linden

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  1. We just did some updates this morning (Monday July 27th) that fixes a bunch of the region connectivity issues. I just did a tour and didn't hit any invisible walls. Along those lines, I made a quick "Blake Sea Challenge" Go to secondlife://Aditi/secondlife/Morris/200/207/34 on the BETA aditi grid, and click on the red egg-shaped thing to try it out. It will give you the "Blake Sea Challenge" ... wear it and touch, and it'll get you going. Follow the instructions to sail / fly / motor around 46 regions without doubling back and see if you make it. Have fun and keep letting us
  2. It looks good to me dropping in there ... but I'm really pained to see region boarders right down the middle of the road, and a 4 corner point in the middle of an intersection. That's pretty much designed to result in more region crossings than needed, and we all know (yes, Lindens have heard about it) that region crossings can be trouble. I walked around a bit, crossing between them all and didn't see any drop out. I think this was a transitory problem where the regions were not communicating correctly with each other or your viewer, and it's been sorted out.
  3. Chantal - can you please send me a direct IM and let me know what sort of network ping times (it's in the ctrl-shift-1 stats window) you are seeing?
  4. You will have better region crossings and teleports if you remove the scripts. As a simplification (see http://wiki.secondlife.com/wiki/LSL_Script_Memory for details) each script takes up either 16k or 64k (mono) of memory. That's data that must be saved, transferred to the next region, and read back in when you change regions. Reducing the number of scripts is probably the best thing you can do to help speed up crossings. Disabling the scripts doesn't help much with crossings, as you are still carrying that data around. The script just isn't run by the region. That helps a l
  5. Unfortunately we had to turn off the new automatic update as it didn't quite work the way we wanted. For now, please file a Support ticket asking that your account be copied from the main grid to the beta grid
  6. Thanks for the reports, Toy ... there's some good information there that seems to shows the simulator getting into trouble when there are network problems.
  7. Region idling was first turned on the BlueSteel RC regions May 16th, then the rest of the grid May 22nd. So it was off two weeks ago when you saw your problems. As others explained, I wouldn't expect idling to cause any problems for renter scripts and the way they use timers.
  8. Junos Rest is on the Second Life RC LeTigre, which will not have idling enabled for some time. It also hasn't been enabled yet on the BlueSteel RC. If you are having ongoing problems with the region and can't detect any in-world content causing it, please file a support ticket.
  9. Great questions, Stickman ... here are some answers Regions aren't "locked" to a CPU, as we let the OS kernel handle the low level scheduling. It often effectively works that way, however, as shifting processes between nodes is expensive. The extra CPU cycles made available by idling can also be used by other background processes, which will still help overall performance. Idling regions will be running around 8 - 10 fps Timers run in real-time, not frame time, so there's no reason to queue multiple events. So when one is invoked, the next one comes along at the next interval, which mig
  10. I'll try and lump some answers together here ... Please read the FAQ posted in another topic. That should help explain the details better. At this time, bots count as regular avatars and prevent a region from entering the idle state. This is the safest approach since there are many different uses for bots. Any resident on an adjacent region that sees into the region will block idling. Seeing into another region depends on their location, view direction and draw distance. Simply put, if they can see into the region, it won't idle. A region that is sending or receiving external network m
  11. Regions can switch out of the idle state as soon as an AV starts the process of arriving via TP or connecting to the region. The extra idle time at the end of each server frame is cut short, so it happens within milliseconds.
  12. Region idling is a new technology added to the Second Life system that will help better share server processing power between regions that are busy and regions that are empty.   Here are answers to some common questions about region idling. How does region idling help Second Life?   Region idling will help Second Life server performance and stability by lowering the amount of computing power used by empty portions of the grid.   If the servers spend a little less time simulating parts of the virtual world where the are no residents, this CPU power can help busier are
  13. Tomorrow, Second Life will enable a new feature called “region idling” designed to help system performance and efficiency.  Region idling allows Second Life regions to relinquish some of the script and CPU time when avatars are not present, which should improve performance for occupied areas sharing the same hardware. This works like a modern building that automatically dims the lights when someone leaves a room. When no one is in the room, there is no need for the lights to be on, and energy can be saved by turning off the lights. With region idling, Second Life servers will automatical
  14. FWIW I recently added code for our shutdown sequence to ensure there are no region state saves in the final 5 minutes. A final save is done after everyone is ejected from the region and it's shutting down. That's the state that's re-loaded after the software update. There's no sense to start one in the final few minutes while everyone should be leaving, so that's bypassed now. That said, I agree about the viewer notifications. They're easy to miss.
  15. The hidden avatars feature (and the new control for gesture sounds) has already rolled to the main grid and all the RC channels. It should be available on any parcel, but you need to be the owner or have the group permissions to edit parcel settings. You'll need the 2.8 viewer or one based on the new code to change the settings. There is more information at http://wiki.secondlife.com/wiki/Hiding_avatars_and_restricting_avatar_sounds
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