User:Andrew Linden/Office Hours/2008 09 04
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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 |