Difference between revisions of "Statistics Bar Guide"

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The "Statistics" floating window presents detailed information about the performance of the Second Life Viewer software running on your computer, your Internet connection, and the "Simulator" program running on the host server.  The Simulator is what keeps track of everything going on in one map Region. It sends data to all the users who have an avatar in or can see that region, which your Viewer then displays.  It also receives any updates as you move, create objects, etc.


A good Second Life session requires all three parts (Viewer, Internet, and Simulator) to be working well, and this window helps to see what is going on in detail, and where the problem may lie if there is one. While the sheer amount of information can be confusing, knowing what to look for can tell you a lot about what's going on in Second Life.
==What is the Statistics Bar?==


Like most floating windows, this one is off by default. Select '''''View > Statistics Bar''''' from the menu bar on the top left side of the Second Life window to turn it on.  Most of the items in the window can be expanded or contracted by clicking on them.


The following sections will describe the individual items:
The Statistics bar presents an detailed list of information about the performance of your computer and the Second Life world. While the sheer amount of information can be confusing, knowing what to look for can tell you a lot about what's going on in Second Life.


[[File:V1.23 Statistics Bar Small.jpg|thumb|250px|left]]


==='Basic' Panel===
==How do I view the Statistics Bar?==


'''FPS''' - Short for 'Frames per Second'. Your graphics card or chip continually re-draws the 3D view area in real time.  This number tracks how many times per second it is happening.  It is affected by the basic capacity of your computer components, what other programs you may have running, the graphics setting you are using, and how complicated the 3D scene is.  30 FPS would be equivalent to live television, but rates of 10-15 are useable for many activities.  For still photography a low rate is acceptable, while recording 'machinima' (a video using SL avatars as actors), or combat roleplays a higher rate is desired.


'''Bandwidth''' - How much data is being transferred between your computer and the Second Life server in kilobits per second (kbps). This number varies wildly depending on what bandwidth settings you've used, where you are inworld, what's going on, and whether you're still loading some things (objects/textures/etc) that are in your field of view. If bandwidth remains 0kbps, it is likely your internet connection has dropped or the server is down.  Second Life will automatically log you out after a period of no communication.
Select '''View > Statistics Bar''' from the top of the Second Life window.


'''Packet Loss''' - Data on the internet is sent in small 'packets'.  They are similar to postcards, with a destination address and the actual message contents.  Data packets travel both ways continuously when you are logged in.  This item measures how many packets are lost as a percentage.  It normally should be 0.0%. Anything above that indicates a problem.


Packet loss can be caused by an overloaded server, a bad Internet connection (possibly a bad router between your ISP and Second Life, or congestion at your ISP), or problems on your local network (wireless networking, or internet security or firewall software on your computer). It can also be caused by your network '''Edit > Preferences > Network''' speed set too high for your computer.  While your internet connection may be fast, your computer actually has to do something with the data as it comes in.  If it comes in too fast, packets may be 'dropped' at your end.
==What does all this stuff mean?==


'''Ping Sim''' - Travel time for data from your computer to the server in milliseconds (msec). For a good session, values of 200msec or less would be desired (1/5 of a second).  This is about the human reaction time, so higher values produce noticeable lag.


[[File:V1.23 Statistics Bar Large Top.jpg|thumb|250px|left]]
We'll go through each section in detail.


==='Advanced' Panel===


When expanded shows more details on rendering and network performance.
=Basic=


'''''* Render Section:'''''


Data about the objects, avatars, and how they are arranged in 3D are sent to your computer in pieces.  Your graphics card or chip then assembles these pieces into the view on your screen.
Displays basic information about your Second Life performance. Click on the word '''Basic''' to hide or display this panel.


'''KTris Drawn''' - (per frame) Computer-generated 3D objects are built out of triangles (the basic geometric shape). This item shows thousands of triangles (KTris) per frame and per second.


'''Total Objs''' - The number of objects currently in view, which includes:
'''FPS''': The number of times per second your computer is redrawing(or refreshing) what's on the screen. Higher numbers are better. A framerate between 15-30 frames per second (FPS) is about as smooth as broadcast television.


Prims - primitive shapes such as cubes and cylinders, the basic shapes objects in Second life are built from.  Complex objects are made by linking together prims


Avatars - This includes the basic body shape, and any attachments the avatar may be carrying
'''Bandwidth''': How much data is being transferred between your computer and the Second Life world. This number varies wildly depending on what bandwidth settings you've used, where you are inworld, what's going on, and whether you're still loading some things (objects/textures/etc) that are in your field of view. If bandwidth is 0kbps, something may be wrong (you may be partially disconnected).


Terrain patches - The ground is made up of units 4x4 meters in size which are modified by a shape


Trees - "Linden Trees" are counted as one object on the simulator, but are stored in detail on your computer
'''Packet Loss''': The amount of data being lost as it travels between your computer and the server. Any nonzero packet loss is bad; packetloss above 10% is very bad. Packet loss might be caused by a dying server (in which case everyone in the region would be experiencing it), a bad connection between you and Second Life (possibly a bad router between your ISP and Second Life, or congestion at your ISP), or problems on your local network (wireless networking, or internet security or firewall software on your computer).


Particle groups - Particles are free-moving temporary objects


Water patches - Water is also made up of units 4x4 meters in size.
'''Ping Sim''': How long it takes data to go from your computer to the region you're currently in. This is largely dependent on your connection to the Internet. If Ping Sim is high but Ping User is not, the server might be having problems.


'''New Objs''' - The number of objects being downloaded per second.


'''Texture''' - Textures are images applied to the surface of objects to make them look like something.  Objects with no downloaded texture are shown as grey.  The default texture for new objects is plywood.
=Advanced=


'''Count''' - The number of unique textures loaded by the viewer.


'''Raw Count''' - The number of textures loaded by the viewer that have been paged out (exist in application memory and not driver memory).
Displays lots of nitty-gritty details about your Second Life performance. Most of these details are less useful than Basic or Simulator. Click on the word '''Advanced''' to hide or display this panel.


'''GL Mem''' - The amount of graphics card memory consumed by textures.


'''Formatted Mem:''' -
==Render==


'''Raw Mem''' - The amount of application memory consumed by textures.


'''Bound Mem''' - The memory size of all textures bound for rendering per frame.
Displays information related to drawing the Second Life world.


'''''* Network Section:'''''


'''Packets In''' - Number of data packets per second arriving
'''KTris Drawn:''' (per frame) Computer-generated 3D objects are built out of triangles (the basic geometric shape). This is a count of the number of triangles, or "tris", in each frame of the current scene.


'''Packets Out''' - Number of data packets per second being sent


'''Objects''' - Data about objects in kbps
'''KTris Drawn''': (per second) This is a count of the number of triangles ("tris") drawn every second.


'''Texture''' - Data about textures in kbps


'''Asset''' - Assets are all the individual items which are stored in your inventory, or in the Second Life database.  They include such things as textures, objects, notecards, sound clips, etc.  Each has a unique 128 bit identifying number (UUID).
'''Total Objs''': The number of objects currently in view, which includes:


'''Layers''' -


'''Actual In''' - Amount of data coming in (kbps)
* Prims
* Avatars
* Terrain patches
* Trees
* Particle groups
* Water patches
*


'''Actual Out''' - Amount of data being sent (kbps)


'''VFS Pending Ops''' -
'''New Objs:''' The number of objects being downloaded per second.


[[File:V1.23 Statistics Bar Large Bottom.jpg|thumb|250px|left]]


==='Simulator' Panel===
===Texture===


Displays detailed statistics for the copy of the Simulator program running the map region you're avatar is currently in.


'''Time Dilation''' - The physics simulation rate relative to realtime. 1.0 means that the simulator is running at full speed; 0.5 means that physics are running at half-speed.  Normal operation should be at or close to 1.0.  Lower values mean the server has too much work to do, and has to slow down.  This is a form of lag when you experience it.  It can be caused by any combination of too many people, active objects, or scripts trying to do too many things or causing too much communication by the server.
Detailed information on the textures currently in use. Click on the word '''Texture''' to hide or display this panel.


'''Sim FPS''' - The simulator updates the region data in time increments called 'frames', and then sends any required changes or downloads to all the avatars that need it.  This shows the updates in frames per second (fps).  The maximum rate is set at 45 fps, so if the simulator is not overloaded it should read that value.


'''Physics FPS''' - The physics portion of the simulator keeps track of moving objects and their collisions with each other, the ground, etc.  This shows the frame rate per second (fps) The maximum rate is set at 45 fps, so if the simulator is not overloaded it should read that value.
'''Count''': The number of unique textures loaded by the viewer.


'''*Physics Details Panel:'''


Some of the statistics in the Simulator section relate to the [[Physics engine]] and are new with Havok4 and the 1.20 version of the viewer.  These are explained in detail at [[Simulator Physics Statistics]]
'''Raw Count''': The number of textures loaded by the viewer that have been paged out (exist in application memory and not driver memory).


'''Agent Updates/Sec:''' - Agents are the data representing a user - how the avatar looks, where it is, and what it is doing. The rate at which agents on this simulator are being updated. Normally 20 updates a second, this will decrease if the simulator has a large number of agents on it.


'''Main Agents''' - The number of agents (users) who are in this map region.
'''GL Mem''': The amount of driver memory consumed by textures.


'''Child Agents''' - The number of agents who are not in this map region, but can see it.  To create the illusion of a continuous 3D environment, they need to receive data for any map region in their field of view.


'''Objects''' - The total number of detached primitive shapes in this map region. This value does not include primitives being worn as attachments.  Most map regions have a limit of 15,000 objects (full regions).  Homesteads have a limit of 3750, and Openspaces have a limit of 750.  These limits are enforced regardless of how ownership of the map region is divided
'''Formatted Mem''':


'''Active Objects''' - The number of objects containing active software scripts in the map region. This value does not include scripts inside attachments, unless the attachment wearer is sitting on a scripted object.


'''Active Scripts''' - The number of running scripts that are currently on the simulator, including scripts attached to agents and objects.  It is not the same as the number of active objects because objects can contain multiple scripts.
'''Raw Mem''': The amount of application memory consumed by textures.


'''Script Events''' - Number of LSL opcodes being executed a second by the simulator. Note that this is the number of ACTUAL instructions executed in the last second, not the theoretical maximum opcodes/second. If your simulator is not running very many scripts, this number will be low even if performance is good.


'''Packets In''' - Total number of data packets being received by the simulator program.  Not the same as Packets In above, which only measures the number from you.
'''Bound Mem''': The memory size of all textures bound for rendering per frame.


'''Packets Out''' - Total number of data packets being sent by the simulator program.


'''Pending Downloads''' - Number of asset downloads to the simulator that are pending. If this is greater than 1, this means that you may see delays in viewing notecards or scripts, and rezzing objects.
==Network==


'''Pending Uploads''' - Number of current uploads of asset data pending. If this number is non-zero, this means that there may be performance issues when attempting to teleport.


'''Total Unacked Bytes''' – The size of the packet data sitting on the server waiting to be acknowledged (signaled as recieved) by the viewer program.  This is the 'not done downloading queue'.  It is not considered done until it is known to have been received.  This will normally jump when you first arrive in a new area, or new avatars arrive.  Persistent values above a few kilobytes (kb) indicates a communications problem.
Information coming soon!


'''*Time (ms) Panel:'''


The simulator program performs various activities within each frame it processes.  This panel shows how much time is devoted to each
=Simulator=


'''Total Frame Time ''' – The sum of all time values listed below it, this measures how much time it takes the simulator to run everything that the simulator is trying to do each frame.  This includes some time at the end of the frame where the simulator is idle, alternating between sleeping and handling some network traffic.


*o approx. 22 ms - The simulator is healthy, running at full speed.   This number should not go less than 22ms, as the simulator frame rate is capped at 45fps.
Displays statistics for the region (simulator) you're currently in. Click on the word '''Simulator''' to hide or display this panel.
*o > 22 ms - The simulator is experiencing severe load, either due to physics or a large number of agents, such that even by slowing down script execution it is impossible to compensate. The simulator frame rate has been reduced as a result.


'''Net Time''' - The amount of time spent responding to incoming network data.


'''Physics Time''' - The amount of time that frame spent running physics simulations. In general, this should be less than 5 milliseconds.
===Overview===


'''Simulation Time''' - The amount of time that frame spent running other simulations (agent movement, weather simulation, etc.)


'''Agent Time''' - The amount of time spent updating and transmitting object data to the agents.
There was a major redesign in how the simulator operates in the 1.7 release. In previous releases, the simulator would run as quickly as it could, and then only run physics at 45 frames per second. This meant that the simulator would run at very high frame rates (in the thousands) when there was no load, which was not a very efficient mode of operation. In addition, when there were a lot of scripts or many people connected to the simulator, the frame rate would drop and fluctuate as many scripts attempted to run on every frame. In the following discussion an "agent" is either a user inside of a given simulator region (a "main agent") or a user in a neighboring simulator region (a "child agent"). Any user who can see objects inside a simulator region increases the load on that simulator. The simulator scheduler was redesigned so that it now attempts to run at a fixed frame rate which is the same as the physics frame rate. Instead of the simulator frame rate changing as load changes, the simulator spends more or less time running LSL scripts each frame. This means that if there are a large number of scripts on the simulator, the frame rate will stay the same, but all of the scripts will run less frequently. Only in situations of particularly heavy physics load or large numbers of agents will the simulator framerate drop from 45 frames/second. In addition, there was a major redesign of the logic used to transmit objects from the simulator to the viewers (called the interest list). The resulting improvements reduce the amount of load incurred when there are many agents on the same simulator. The combination of the above two changes should result in significantly decreased "lag", and improved performance when many agents are on a simulator.'''Reading the numbers'''


'''Images Time''' - The amount of time spent updating and transmitting image data to the agents.


'''Script Time''' - The amount of time spent running user provided software scripts.
Because of the changes to the simulator execution model, most of the statistics which were used to evaluate simulator performance have been changed. Below is a detailed summary of what the new simulator performance statistics mean. All of the numbers below are for simulators running on a single simulator per CPU. On simulators which are not running in this fashion (water simulators, etc), these number will be different. The following are the different statistics in the Simulator section of the statistics pane (accessed via Ctrl-shift-1 or the [[How do I open the Advanced menu (Formerly known as the Client menu.)|Advanced menu]]):


'''Spare Time ''' - The amount of time at the end of executing a single frame.  This is the best indication of load if the region is running at 45fps.  A larger number here is better - it indicates headroom for more work that can be done before the region frame rate would drop.


== Related Links ==
* '''Time Dilation''' - The physics simulation rate relative to realtime. 1.0 means that the simulator is running at full speed; 0.5 means that physics are running at half-speed.
*{{slkb|4417|counterpart to this article}}
* '''Sim FPS''' - The simulator frame rate. This should now always be the same as the physics frame rate -- 45.0 when things are running well.
*[[User's Manual]]
* '''Physics FPS''' - The frame rate at which the physics engine is running. This should normally be at or near 45.0.
*[[Region Performance Improvement Guide]]
* '''Agent Updates/Sec''' - The rate at which agents on this simulator are being updated. Normally 20 updates a second, this will decrease if the simulator has a large number of agents on it.
* '''Main Agents''' - The number of agents (users) who are on this simulator.
* '''Child Agents''' - The number of agents who are not on this simulator, but can see it.
* '''Objects''' - The total number of primitives on the simulator. This value does not include primitives being worn as attachments.
* '''Active Objects''' - The number of objects containing active scripts on the simulator. This value does not include scripts inside attachments, unless the attachment wearer is sitting on a scripted object.
* '''Active Scripts''' - The number of running scripts that are currently on the simulator, including scripts attached to agents and objects.
* '''Script Perf''' - Number of LSL opcodes being executed a second by the simulator. Note that this is the number of ACTUAL instructions executed in the last second, not the theoretical maximum opcodes/second. If your simulator is not running very many scripts, this number will be low even if performance is good.
* '''Packets In''' - UDP packets being received by the simulator.
* '''Packets Out''' - UDP packets being sent by the simulator.
* '''Pending Downloads''' - Number of asset downloads to the simulator that are pending. If this is greater than 1, this means that you may see delays in viewing notecards or scripts, and rezzing objects.
* '''Pending Uploads''' - Number of current uploads of asset data pending. If this number is non-zero, this means that there may be performance issues when attempting to teleport.
* '''Total Unacked Bytes -''' The size of the reliable packet data sitting on the server waiting to be acknowledged. A large number may indicate a thin pipe or other possible problems between the viewer and the sim.
*
 
 
==Time==
 
 
The following are the different times listed in the Time section of the Statistics bar. Click '''Time''' to hide or display this panel.
 
 
* '''Total Frame Time''' - The sum of all time values listed below it, this measures how much time it takes the simulator to run everything that the simulator is trying to do each frame.
** < 22 ms - The simulator is healthy, everything is running as fast as it can, and more scripts can be added without reducing the performance of individual scripts.
** approx. 22 ms - The simulator is healthy, but there are probably a lot of scripts and agents on the simulator, meaning that script execution is being slowed down in order to maintain the simulator frame rate.
** > 22 ms - The simulator is experiencing severe load, either due to physics or a large number of agents, such that even by slowing down script execution it is impossible to compensate. The simulator frame rate has been reduced as a result.
**
* '''Net Time''' - The amount of time spent responding to incoming network data.
* '''Sim Time (Physics)''' - The amount of time that frame spent running physics simulations. In general, this should be less than 5 milliseconds.
* '''Sim Time (Other)''' - The amount of time that frame spent running other simulations (agent movement, weather simulation, etc.)
* '''Agent Time''' - The amount of time spent updating and transmitting object data to the agents.
* '''Images Time''' - The amount of time spent updating and transmitting image data to the agents.
* '''Script Time''' - The amount of time spent running scripts.
*
[[Category:Miscellaneous]]
[[Category:Performance and Stability]]
[[Category:Performance]]
[[Category:Menus and Controls]]
[[Category:Technical Issue]]
[[Category:Inworld Issue]]
[[Category:Improving Performance]]
[[Category:Knowledge Base]]

Revision as of 09:03, 5 October 2009

Kb-seal.png

This article is part of the Extended Second Life Knowledge Base that includes advanced and specialized information. This information was originally provided by Linden Lab, but is not actively maintained nor guaranteed to be accurate. Linden Lab does not certify nor assume any responsibility for this information.

See the official Second Life Knowledge Base for the most current information.


What is the Statistics Bar?

The Statistics bar presents an detailed list of information about the performance of your computer and the Second Life world. While the sheer amount of information can be confusing, knowing what to look for can tell you a lot about what's going on in Second Life.


How do I view the Statistics Bar?

Select View > Statistics Bar from the top of the Second Life window.


What does all this stuff mean?

We'll go through each section in detail.


Basic

Displays basic information about your Second Life performance. Click on the word Basic to hide or display this panel.


FPS: The number of times per second your computer is redrawing(or refreshing) what's on the screen. Higher numbers are better. A framerate between 15-30 frames per second (FPS) is about as smooth as broadcast television.


Bandwidth: How much data is being transferred between your computer and the Second Life world. This number varies wildly depending on what bandwidth settings you've used, where you are inworld, what's going on, and whether you're still loading some things (objects/textures/etc) that are in your field of view. If bandwidth is 0kbps, something may be wrong (you may be partially disconnected).


Packet Loss: The amount of data being lost as it travels between your computer and the server. Any nonzero packet loss is bad; packetloss above 10% is very bad. Packet loss might be caused by a dying server (in which case everyone in the region would be experiencing it), a bad connection between you and Second Life (possibly a bad router between your ISP and Second Life, or congestion at your ISP), or problems on your local network (wireless networking, or internet security or firewall software on your computer).


Ping Sim: How long it takes data to go from your computer to the region you're currently in. This is largely dependent on your connection to the Internet. If Ping Sim is high but Ping User is not, the server might be having problems.


Advanced

Displays lots of nitty-gritty details about your Second Life performance. Most of these details are less useful than Basic or Simulator. Click on the word Advanced to hide or display this panel.


Render

Displays information related to drawing the Second Life world.


KTris Drawn: (per frame) Computer-generated 3D objects are built out of triangles (the basic geometric shape). This is a count of the number of triangles, or "tris", in each frame of the current scene.


KTris Drawn: (per second) This is a count of the number of triangles ("tris") drawn every second.


Total Objs: The number of objects currently in view, which includes:


  • Prims
  • Avatars
  • Terrain patches
  • Trees
  • Particle groups
  • Water patches


New Objs: The number of objects being downloaded per second.


Texture

Detailed information on the textures currently in use. Click on the word Texture to hide or display this panel.


Count: The number of unique textures loaded by the viewer.


Raw Count: The number of textures loaded by the viewer that have been paged out (exist in application memory and not driver memory).


GL Mem: The amount of driver memory consumed by textures.


Formatted Mem:


Raw Mem: The amount of application memory consumed by textures.


Bound Mem: The memory size of all textures bound for rendering per frame.


Network

Information coming soon!


Simulator

Displays statistics for the region (simulator) you're currently in. Click on the word Simulator to hide or display this panel.


Overview

There was a major redesign in how the simulator operates in the 1.7 release. In previous releases, the simulator would run as quickly as it could, and then only run physics at 45 frames per second. This meant that the simulator would run at very high frame rates (in the thousands) when there was no load, which was not a very efficient mode of operation. In addition, when there were a lot of scripts or many people connected to the simulator, the frame rate would drop and fluctuate as many scripts attempted to run on every frame. In the following discussion an "agent" is either a user inside of a given simulator region (a "main agent") or a user in a neighboring simulator region (a "child agent"). Any user who can see objects inside a simulator region increases the load on that simulator. The simulator scheduler was redesigned so that it now attempts to run at a fixed frame rate which is the same as the physics frame rate. Instead of the simulator frame rate changing as load changes, the simulator spends more or less time running LSL scripts each frame. This means that if there are a large number of scripts on the simulator, the frame rate will stay the same, but all of the scripts will run less frequently. Only in situations of particularly heavy physics load or large numbers of agents will the simulator framerate drop from 45 frames/second. In addition, there was a major redesign of the logic used to transmit objects from the simulator to the viewers (called the interest list). The resulting improvements reduce the amount of load incurred when there are many agents on the same simulator. The combination of the above two changes should result in significantly decreased "lag", and improved performance when many agents are on a simulator.Reading the numbers


Because of the changes to the simulator execution model, most of the statistics which were used to evaluate simulator performance have been changed. Below is a detailed summary of what the new simulator performance statistics mean. All of the numbers below are for simulators running on a single simulator per CPU. On simulators which are not running in this fashion (water simulators, etc), these number will be different. The following are the different statistics in the Simulator section of the statistics pane (accessed via Ctrl-shift-1 or the Advanced menu):


  • Time Dilation - The physics simulation rate relative to realtime. 1.0 means that the simulator is running at full speed; 0.5 means that physics are running at half-speed.
  • Sim FPS - The simulator frame rate. This should now always be the same as the physics frame rate -- 45.0 when things are running well.
  • Physics FPS - The frame rate at which the physics engine is running. This should normally be at or near 45.0.
  • Agent Updates/Sec - The rate at which agents on this simulator are being updated. Normally 20 updates a second, this will decrease if the simulator has a large number of agents on it.
  • Main Agents - The number of agents (users) who are on this simulator.
  • Child Agents - The number of agents who are not on this simulator, but can see it.
  • Objects - The total number of primitives on the simulator. This value does not include primitives being worn as attachments.
  • Active Objects - The number of objects containing active scripts on the simulator. This value does not include scripts inside attachments, unless the attachment wearer is sitting on a scripted object.
  • Active Scripts - The number of running scripts that are currently on the simulator, including scripts attached to agents and objects.
  • Script Perf - Number of LSL opcodes being executed a second by the simulator. Note that this is the number of ACTUAL instructions executed in the last second, not the theoretical maximum opcodes/second. If your simulator is not running very many scripts, this number will be low even if performance is good.
  • Packets In - UDP packets being received by the simulator.
  • Packets Out - UDP packets being sent by the simulator.
  • Pending Downloads - Number of asset downloads to the simulator that are pending. If this is greater than 1, this means that you may see delays in viewing notecards or scripts, and rezzing objects.
  • Pending Uploads - Number of current uploads of asset data pending. If this number is non-zero, this means that there may be performance issues when attempting to teleport.
  • Total Unacked Bytes - The size of the reliable packet data sitting on the server waiting to be acknowledged. A large number may indicate a thin pipe or other possible problems between the viewer and the sim.


Time

The following are the different times listed in the Time section of the Statistics bar. Click Time to hide or display this panel.


  • Total Frame Time - The sum of all time values listed below it, this measures how much time it takes the simulator to run everything that the simulator is trying to do each frame.
    • < 22 ms - The simulator is healthy, everything is running as fast as it can, and more scripts can be added without reducing the performance of individual scripts.
    • approx. 22 ms - The simulator is healthy, but there are probably a lot of scripts and agents on the simulator, meaning that script execution is being slowed down in order to maintain the simulator frame rate.
    • > 22 ms - The simulator is experiencing severe load, either due to physics or a large number of agents, such that even by slowing down script execution it is impossible to compensate. The simulator frame rate has been reduced as a result.
  • Net Time - The amount of time spent responding to incoming network data.
  • Sim Time (Physics) - The amount of time that frame spent running physics simulations. In general, this should be less than 5 milliseconds.
  • Sim Time (Other) - The amount of time that frame spent running other simulations (agent movement, weather simulation, etc.)
  • Agent Time - The amount of time spent updating and transmitting object data to the agents.
  • Images Time - The amount of time spent updating and transmitting image data to the agents.
  • Script Time - The amount of time spent running scripts.