User:Andrew Linden/Office Hours/2008 09 04

From Second Life Wiki
Jump to navigation Jump to search

Transcript of Andrew Linden's office hours:

[17:02] Arawn Spitteler: Using Vista for the Servers?
[17:02] Sindy Tsure: 1.21.. i'd be happy to have it run long enough to run outta memory..
[17:02] Sindy Tsure: windows server 2008, actually..
[17:02] Simon Linden: Arawn - no, I'm out of the loop for viewer issues. Is that on an RC viewer?
[17:02] Sindy Tsure: not as bad as vista but in the family
[17:03] Sindy Tsure: 1.21 is at RC0
[17:03] Sindy Tsure: heya andrew
[17:03] Arawn Spitteler: I can run it to memory leak crash, but using the one from the Beta Grid
[17:03] Andrew Linden: hello
[17:03] Sindy Tsure finishes dinner and afks for a minute
[17:03] Simon Linden: Is there a jira? I can check our internal one that's linked to it
[17:03] Sindy Tsure: you can start without me, andrew
[17:03] Sindy Tsure laughs :)
[17:04] Arawn Spitteler: I kind of figured, the stability of 1.21 would be broadly obvious.
[17:04] Arawn Spitteler: There's also some question, whether SL's been laggier, lately. Is that new with 1.24?
[17:04] Andrew Linden: not necessarily... I haven't been paying attention to 1.21-Viewer stuff either
[17:05] Arawn Spitteler: My firefox has taken to dissappearing
[17:05] Andrew Linden: There could very well be some 1.24-Server related lagginess. I've heard rumors of certain stuff causing problems but don't know any details
[17:06] Andrew Linden: and the updates for 1.24 are coming along quite quickly
[17:06] Arawn Spitteler: CG on vacation?
[17:06] Andrew Linden: Yes, I think CG is out
[17:06] Simon Linden: CG's down at SLCC
[17:06] Andrew Linden: Ah
[17:06] Sindy Tsure has noticed a definite increase in the time it takes to rez stuff and in how long textures stay gray.. we sorta abuse our sim, though..
[17:07] Sindy Tsure: there's a bunch of forums talk about it, too
[17:07] Sindy Tsure: heya rex
[17:07] Arawn Spitteler: A thouroughly abused sim brings the lag into better relief. Hi Rexz
[17:07] Rex Cronon: hi sindy
[17:07] Sindy Tsure nods
[17:07] Rex Cronon: hi arawn, andrew, simon
[17:07] Andrew Linden: hiya
[17:07] Simon Linden: Hi Rex
[17:07] Arawn Spitteler: Oh, TP issue. Is it too late, to get the unfix into 1.25?
[17:08] Andrew Linden: What TP issue would that be?
[17:08] Arawn Spitteler: SVC-1931, where the link distance was reduced to H1 dimensions.
[17:08] Sindy Tsure: though i do have to say that even with the (apparent) increased lag of late, we're still waaaay better than last year
[17:09] Andrew Linden: ah, the SLPP issue
[17:09] Andrew Linden: where last year is ... last September?
[17:09] Sindy Tsure: uh.. pre-h4, probably
[17:09] Sindy Tsure: which does include last september :)
[17:10] Andrew Linden: for the record, I think Arawn meant SVC-2931
[17:10] Simon Linden: We may have some people looking at the whole rez issue soon. It's beyond a few bug fixes and optimizations, it needs more of an overhaul
[17:10] Arawn Spitteler: Eep, yeah, what's 1931?
[17:11] Sindy Tsure nods. you've mentioned before that you were looking at the slowdown when high-prim people tp in
[17:11] Andrew Linden: Well, before we get into that, and to allow for any late comers to participate... I've got a few small announcements...
[17:12] Andrew Linden: I successfully got our SL server code building on gcc-4 + 64bit last night... havent' actually tested it yet, but it compiled
[17:12] Sindy Tsure blinks
[17:12] Arawn Spitteler: Gnu-C?
[17:12] Andrew Linden: I'm currently cleaning stuff up now, hopefully I'll have a branch others can play with by the end of tomorrow
[17:13] Arawn Spitteler: Will it be open to user widgets, or Gods Only?
[17:13] Andrew Linden: yeah, GNU Compiler Collection - 4.1.2 I think
[17:13] Sindy Tsure: oh.. you're already running a 64-bit OS on sim hosts?
[17:14] Andrew Linden: it won't be up for testing for a while, but there are hopes that the 64bit versions will provide a modest (5% - 10%) performance increase all around -- yet to be proven
[17:14] Andrew Linden: we're setting up 64-bits hosts now
[17:14] Andrew Linden: the tweaking of the 64bit configuration is in progress
[17:14] Arawn Spitteler: 64 bits being hardware difference?
[17:14] Andrew Linden: and I was helping by getting our server code ported
[17:15] Andrew Linden: all of our hardware is currently 64bit
[17:15] Andrew Linden: however the vast majority of it (all of the SL simulator hosts) run in 32bit mod3e
[17:16] Andrew Linden: The other small announcement is that I've got a hard stop at 18:00 tonight... my net is going down at that time
[17:16] Rex Cronon: ?
[17:16] Andrew Linden: so I'm going to try to grab the transcripts right before taht
[17:16] Arawn Spitteler: We need a special net-crash poofer
[17:16] Andrew Linden: that is, there is maintenance being done on my local net at 18:00
[17:16] Andrew Linden: the main switch is being swapped out
[17:17] Sindy Tsure has 2 questions related to the 64-bit stuff
[17:17] Andrew Linden: ask Sindy
[17:17] Sindy Tsure: this stuff's a bit below where i usually live...
[17:17] Sindy Tsure: will moving the sim code to 64-bit eat more memory?
[17:17] Sindy Tsure lives on an abused class-4 host..
[17:18] Sindy Tsure: which has 1/2 the memory of a class 5.. between that and the increase in memory for mono scripts, i've been wondering about memory lately
[17:18] Andrew Linden: Sindy, I think it might use up a bit more memory, but not much
[17:19] Sindy Tsure: fair enough.. was wondering more about it doubling the footprint.. :)
[17:19] Andrew Linden: the memory will go up by however many pointers we're carrying around...
[17:19] Andrew Linden: 4 bytes per pointer...
[17:20] Rex Cronon: i guess with two words u can reach anything:)
[17:20] Andrew Linden: so assuming a million pointers that would be 4MB... actually pretty small compared to the typical size of a simulator process
[17:20] Sindy Tsure: other quetion i think i asked a while ago but i either missed your answer or you missed the question
[17:20] Sindy Tsure: from the forums..
[17:20] Andrew Linden: Meanwhile... 32bit machines are limited to 4GB of memory space
[17:21] Andrew Linden: 64bit machines can hold more RAM
[17:21] Sindy Tsure: couple years ago, ian linden announced class 5 hardware and gave some specs..
[17:21] Sindy Tsure: the question is how closely does new hardware follow that recipe?
[17:21] Sindy Tsure: like.. will some class 5 machines be twin, dual-core and some uni quad-core?
[17:22] Sindy Tsure: http://blog.secondlife.com/2006/10/16/looking-forward-to-class-5/ is the old blog post
[17:22] Andrew Linden: I think class 5 hardware are all dual CPU dual core... so 4 cores
[17:22] Andrew Linden: however, the newer class 5's may have faster CPU and bus clocks... don't know for sure
[17:22] Sindy Tsure: ok.. ty!
[17:23] Andrew Linden: but since class 5 has been purchased for years now... I'm guessing that the clock speeds have changed
[17:23] Les White: hiyas
[17:23] Sindy Tsure: heya les
[17:23] Andrew Linden: meanwhile... we are buying class 6 hardware, which we are using to test the 64bit install, I think
[17:23] Arawn Spitteler: How many lindens for a used server?
[17:23] Andrew Linden: however I don't know any of the stats on class 6
[17:23] Andrew Linden: actually, we're running 64bits on all the hardware we have
[17:23] Sindy Tsure: this is the first 'official' mention of class 6, andrew
[17:24] Sindy Tsure calls slherald
[17:24] Andrew Linden: which is part of the effort to get 64bits to work across the board
[17:24] Sindy Tsure: :P
[17:24] Sindy Tsure: you can edit it from the transcript.. i won't tell
[17:24] Andrew Linden: sure go ahead. I've heard "class 6" mentioned internally, but don't know any of the details
[17:25] Sindy Tsure: :)
[17:25] Andrew Linden: Arwan, dunno when we will be liquidating old hardware\
[17:25] Andrew Linden: however, when we do it will probably be on the order of hundreds of servers at a time, so bulk buyers only
[17:25] Sindy Tsure: hopefully, they'll deploy it to old mainland first.. get everything up to class 5/6
[17:26] Arawn Spitteler: Are they just typical motherboards? I'm on a 4 year old Dell
[17:26] Simon Linden: They're all rack-mounted servers
[17:26] Les White: i doubt it Sindy
[17:26] Andrew Linden: Arwan, they are not good machines for desktop use
[17:26] Sindy Tsure: they probably don't even have graphics cards in them
[17:26] Simon Linden: very, very noisy fans
[17:26] Andrew Linden: they are 1U (1 unit high) pizza boxen
[17:26] Andrew Linden: they are very loud, and don't have AGP slots
[17:27] Andrew Linden: however, they might have a PCI-E slot. Some do I'm pretty sure
[17:27] Andrew Linden: but you couldn't fit a video card in the case
[17:27] Sindy Tsure: think i heard a linden say that one of the most expensive things a sim does is make it's square on the map, since it has to do it all in software
[17:28] Sindy Tsure: maybe that's an urban legand, tho
[17:28] Andrew Linden: it is done in software, however I think the copying and parsing of the data takes much longer than the rendering
[17:29] Andrew Linden: it only needs to render a few frames, all at fairly low resolution
[17:29] Sindy Tsure: and not the whole volume
[17:29] Simon Linden: We've been running some profiling the past week or two on some high-traffic sims. Rezzing stuff, passing around textures, and updates are the biggest time sinks
[17:29] Les White: yes. rezzing is a killer
[17:29] Les White: and physical shapes too
[17:29] Andrew Linden: maybe we should send the textures via HTTP...
[17:29] Sindy Tsure: updates? like scripted prim movement stuff?
[17:29] Les White: 10ms 30 prim cars...erm wtf
[17:29] Andrew Linden: (that was an inside joke)
[17:30] Simon Linden: There are some one-time events that are a slowdown, like arrival of a complicated AV with lots of attachments
[17:30] Les White: yeah. TPs in make a crunch too. cant do much about that
[17:30] Simon Linden: Ah, cars ... hopefully they will get faster soon
[17:30] Sindy Tsure: just add more gears?
[17:31] Simon Linden: Fewer and simpler shapes in physics
[17:31] Les White: he means faster math. some cars use half a CPU just to be alive
[17:31] Simon Linden: If you all made your cars look like a shoebox, it would be much faster :)
[17:31] Arawn Spitteler has a three prim carriage, great for Lag Orbitting
[17:31] Les White: indeed. some of us are
[17:31] Les White: but the whole attachment thing is just silly
[17:31] Les White: set link parts phantom for the win!
[17:31] Simon Linden: Actually, it's more 'phantom-like'
[17:32] Arawn Spitteler: Attachments are phantom already.
[17:32] Simon Linden: Since phantom objects cause collision events, they have to be included in the physics engine
[17:32] Simon Linden: I'm thinking of a 'pure phantom' where they aren't even added to Havok
[17:32] Les White: even better
[17:32] Andrew Linden: "phantom" actually means "collides only with the terrain"
[17:33] Arawn Spitteler: My original desire for linked phantom was to add the mass, without the collison shape.
[17:33] Simon Linden: So there isn't much or any gain in performance when things are phantom - there still are calculations going on for the terrain collision and events with other bodies
[17:33] Les White: i dont know.. when someone wheres an attachment car the sim use is low. when the car is solid..not so low :)
[17:34] Sindy Tsure: if you enclose a complicated physical object in a box, it's faster?
[17:34] Les White: no
[17:34] Andrew Linden: Now that we compute the mass properties ourselves it will be easier than ever to NOT include certain prims in the physics engine
[17:34] Les White: that would be a beautifull thing
[17:34] Les White: it's really overdefining the physical shape on some things
[17:34] Simon Linden: Andrew - you're right. In my tests, when I omitted a child-prim's shape from the physics engine, the mass doesn't change :)
[17:35] Les White: simon, are you sayign these pants make my ass look fat?
[17:35] Andrew Linden: excellent. I'm particularly proud of the mass properties computation code
[17:35] Sindy Tsure is still confused..
[17:35] Les White: too random. ignore me :)
[17:36] Sindy Tsure: if you put a transparent shoe box around a complicated shape, it's less laggy?
[17:36] Les White: no
[17:36] Sindy Tsure: should it be?
[17:36] Simon Linden: No, we're thinking of a feature where builders could have more control over the shapes used in the physics engine
[17:36] Sindy Tsure: if not, why not?
[17:37] Andrew Linden: actually... if the complex shape is much smaller, and centered deep inside the simple box... such that no collisions ever get close you might save some CPU cycles
[17:37] Les White: we need less math there or better servers (go c6!)
[17:37] Simon Linden: So let's say you have a car ... now, the wheels may be a torus or squashed ball, and that full complex shape is used in the physics engine.
[17:37] Andrew Linden: however, if the complex shape is inside the box, just under the surface then you save little to none
[17:37] Simon Linden: If, as a builder, you could say "use a box" or "skip this shape" you could tweak the object to have less load on the physics engine
[17:37] Les White: for sure
[17:38] Les White: definable hull would solve it all
[17:38] Les White: cept the really odd shaped things, but the trade for lighter use would be good i think
[17:38] Andrew Linden: only if you defined a less complicated hull
[17:38] Sindy Tsure: hm..
[17:38] Rex Cronon: could u use a sculptie to define the hull?
[17:38] Les White: sculpts i find to be not too bad on the phsyics
[17:39] Andrew Linden: most odd shaped things could be broken down into groups of simple shapes
[17:39] Andrew Linden: sculpts are a special case for collisions... they typically don't have a collision shape that is anything like their visible shape.
[17:40] Simon Linden: That's one of our debates - how to put this into the viewer, and how complicated to make it. A definable hull would be powerful, but more work in the viewer to make it easy to use
[17:40] Sindy Tsure: could start it as a prim property with only script access
[17:40] Andrew Linden is in favor is some simple collision hint/features
[17:40] Arawn Spitteler: Different order of Viewer?
[17:40] Les White: maybe just allowing linked parts to goto some form of noclip will do it
[17:40] Rex Cronon: i mean. that could it be possible to specify a mesh generated from the sculpt image to be used as a collision shape for a linked set?
[17:41] Andrew Linden: proper colliding sculpt shapes are something that needs to be done
[17:41] Les White: they are not too bad i've found
[17:42] Les White: though with h4 things like to "touch" when they are a mile apart still
[17:42] Simon Linden: Probably the first step with sculpties is using something like their viewable mesh in the physics engine - perhaps with some triangle reduction applied
[17:42] Andrew Linden: however... defining the collision hull using a sculpt that is independent of the actual shape of the collection... that would be a bit more complicated, but not outrageously so
[17:42] Les White: yeah
[17:42] Les White: not user friendly
[17:42] Les White: a simple two vecotor convex kinda rectangle would do it maybe?
[17:42] Arawn Spitteler: Under the Objects Tab, Precision of collision?
[17:43] Les White: the trade would need to be clear else all will put percision to 100
[17:43] Les White: like how they use 1024 tx for vendors. cause it looks better!
[17:43] Arawn Spitteler: Simple per-prim slider. We also need to be able to see collision spaces, as with Sculpties, and that four inch buffer.
[17:44] Andrew Linden: content creators would want to be able to visualize the true collision shape
[17:44] Les White: or just some back end to reduce the amount of triangulation when it gets out of hand
[17:44] Simon Linden: Well, a slider might work. At a basic level, I was thinking of being able to pick "normal", 'use a box", "use a sphere", or "no shape" for the physics attribute
[17:44] Les White: it's only some shapes it over defines
[17:44] Les White: sounds clean simon
[17:46] Andrew Linden: I've been wanting to code up a little "smart" collision proxy calculator that would hunt for the "best" convex shape approximation for various concave shapes
[17:46] Andrew Linden: sphere vs box vs cylinder vs convex_hull
[17:46] Rex Cronon: vs torus?
[17:46] Les White: thar be no torii mate!
[17:47] Simon Linden: Torii turn into a complex mesh - they cost a lot
[17:47] Andrew Linden: the idea being... the content creator wouln't have to specify "box" or "sphere"... just specify "simplify" and the calculator would find the best fits
[17:47] Les White: donut holes are expensive :)
[17:47] Arawn Spitteler: Isn't that what Sculpties staret as?
[17:47] Les White: spheres
[17:48] Andrew Linden: no, as of Havok4 sculpties collide as doughnuts with the holes filled (convex hull of torus)
[17:48] Les White: o rly
[17:48] Les White: i should have a joke for that
[17:48] Sindy Tsure: who knew?
[17:48] Arawn Spitteler: Jelly Doinut Collision shape
[17:48] Les White: it can get messy :)
[17:49] Arawn Spitteler: "Ich bin ein Berliner
[17:49] Rex Cronon: what do u know. all those sculptie bullets people are using, are actually doughnuts:)
[17:49] Andrew Linden: as to SVC-2931... what super cool content was using the large bounds of llSetLinkPrimitiveParams() of avatars?
[17:49] Arawn Spitteler: Teleporters, mostly
[17:49] Rex Cronon: yes
[17:49] Les White: TPers?
[17:49] Sindy Tsure: replacement for warppos..
[17:49] Arawn Spitteler: Someone sold U$500 worth
[17:50] Rex Cronon: and NPVs
[17:50] Sindy Tsure: really? i'd have written that for only.. er.. US$250..
[17:50] Les White: wonder what ever happened to llTPAgent
[17:50] Andrew Linden: Well, the feature only worked when the avatar was sitting...
[17:51] Andrew Linden: would the avatar then be unseated to achieve the avatar relocation?
[17:51] Arawn Spitteler: I can figure how to get WarpPos across a sim border, but not back
[17:51] Sindy Tsure still votes that llTeleport would be the best way to fix that..
[17:51] Rex Cronon: it can be done
[17:51] Les White: yes. it warps, unsits. ding! you are there
[17:51] Arawn Spitteler: SPP and SLPP both carry the .2 second delay, that keeps a person from flying. I'll be doing a lecture on that, tommorrow, if anyone shows up
[17:52] Andrew Linden: hrm...
[17:52] Sindy Tsure: my object to those is that the avatar movement is a side-effect - i don't think LL intended for them to do that stuff
[17:53] Arawn Spitteler: I should Jira a very slight problem with Teleporters, is that drag copy leaves a left click touch, rather than left lcick sit
[17:53] Sindy Tsure: which makes them more likely to break..
[17:53] Sindy Tsure: llTeleport would be something that's _supposed_ to do that - less likely to break
[17:53] Andrew Linden: I'm more inclined to try to push for llTeleport() instead of unfixing the SLPP-avatar misfeature
[17:53] Sindy Tsure: *objection
[17:53] Les White: i dont think that is a bug Arawn
[17:53] Les White: just prim param
[17:53] Les White: needs to be defined
[17:53] Andrew Linden: however, I just know that Estate owners are going to ask to be able to optionally disable llTeleport()
[17:53] Les White: they drop settext and other params when you clone too
[17:53] Arawn Spitteler: It was functioning fine, until our last upgrade.
[17:54] Les White: hmm
[17:54] Arawn Spitteler: llTeleport should be an estate owner function, just as G-Team on the mainland can summon
[17:54] Sindy Tsure: didn't it also break earlier this year?
[17:54] Les White: also...mega prims have issues again
[17:54] Les White: cant sit inside the bounding box. as 2 or 3 updates ago
[17:54] Arawn Spitteler: Megaprim issues?
[17:54] Andrew Linden: ack, my net is going down in 5 minutes
[17:54] Les White: the "terraframed" sims
[17:55] Arawn Spitteler: I'll have to go back and try my bridge
[17:55] Les White: a mountian range outside the sim on a big prim dissallows sitting inside the prims square area
[17:55] Les White: on script sits work
[17:55] Les White: this was broke then fixed a few server codes ago. broke again with 1.22 i think
[17:55] Les White: no killer
[17:55] Sindy Tsure: IS guys are always late, andrew.. plenty of time..
[17:55] Arawn Spitteler: The railings on my bridge used to be fine seats, but I'll have to look
[17:56] Les White: script seats will work
[17:56] Les White: regular sit. not
[17:56] Les White: i think it was simon or kelly fixed it last time
[17:56] Andrew Linden: broke in 1.22?
[17:56] Les White: yeah...maybe even 1.21
[17:56] Simon Linden: I remember fixing a "cant
[17:56] Les White: it broke with the first havok deploy. then fixed 2 or 3 later. now broke again
[17:56] Simon Linden: ... can't sit inside a megaprim bug"
[17:57] Les White: right
[17:57] Les White: if you move outside of the prims box area all works well again
[17:57] Les White: we are using sculpted 1024X1024X100 prims for outside hills
[17:58] Les White: so no sitting below 100m :)
[17:58] Simon Linden: And this worked before?
[17:58] Les White: yes it did
[17:58] Les White: worked fine
[17:58] Les White: h4 killed it
[17:58] Andrew Linden: ok sounds like a perfect bug for Simon's bug-fixing-sprint which is going on this week
[17:58] Les White: then it was fixed. now it's dead again
[17:58] Sindy Tsure: go simon!
[17:59] Andrew Linden: I'm going to have to go now.
[17:59] Simon Linden: Can you file a jira, and put in the region and position where the sit fails? If I can get that info to reproduce it, it should be easier to fix
[17:59] Les White: see you Andrew
[17:59] Rex Cronon: bye andrew
[17:59] Les White: thanks for the time
[17:59] Sindy Tsure: cya, andrew! ty!
[17:59] Les White: ok Simon. i'll do that
[17:59] Les White: thanks guys