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how much script time is allotted to a sim


Fran Frankel
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Scripts are limitless. The question is how many scripts in the usual 100 meter area an avatar views SL in would cause lags, (unless one has their draw distance on a different setting). It depends on the scripts and what they are doing but I remember rezzing all the 20 or so free video game machines around me and getting lag just from their sounds and blinking animations.

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Not worried, simply would like to know. Consider this... most people live on a sim shared among other residents either subdivided or communal; looking to manage this aspect of script time and it's affects. A rule of thumb perhaps? milliseconds per meter to make the sim enjoyable and functional for all involved. Agreed, focus on your code if you are a code writer but are a very large portion of people in sl lagging the hell out of the place simply because they don't realize that there is a limit and that their stack of 20 games on 1 sqMeter is making it so all the neighbors can't even sit down much less walk.

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That helps to know that. but no, am looking to understand at what level in a sim the milliseconds of running script time begin to cause lag. If i knew how many milliseconds of time a sim could process, could come up with a ratio or percentage of script time (milliseconds/sqMeter) that each resident of that sim uses.

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I found it in the statistics bar i think, meter goes to 40ms, am seeing ~20ms of active script time; region estate info top scripts shows ~10ms total script time so....

Does this mean that when region total script time hits 20ms my statistics script time meter pegs and i stand frozen there or what?

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