Difference between revisions of "Mesh/Mesh Server Weight"

From Second Life Wiki
Jump to navigation Jump to search
(→‎Equation: not a proper edit, but an improper edit's better than nothing for now.)
(Updated the current formula, the server version which introduced this change is recent but unknown.)
 
Line 12: Line 12:


== Equation ==
== Equation ==
{{KBcaution|This section is out of date and needs an edit. See [[Release Notes/Second Life Server/12#12.07.31.262785]], the revised formula is<br/>'''MIN{ (0.5*num_prims) + (0.25 * num_scripts), num_prims }''' }}
{{KBcaution|This section is out of date and needs an edit. The revised formula is<br/>'''MIN{ (0.5 * num_prims) + (0.25 * (num_scripts - (num_scripts > 0))), num_prims }''' }}





Latest revision as of 06:43, 20 April 2024

READ THIS FIRST

This is a preliminary design of an unimplemented cost algorithm. EVERYTHING is subject to change, and certainly will change, during the course of implementation.

Motivation

The server must track all pieces, or prims, in the region at all times. As such every individual piece, or prim, has a certain cost to the server regardless of its physical or visual complexity. There are, however, some factors that make an object more or less expensive for the server to track: in particular truly passive objects that are not scripted or physical are much easier to track than scripted or physical objects.

Concept

There are two basic goals for this cost:

  • The maximum server load from objects should not increase from mesh content.
  • Allow more passive content than before.

Equation

KBcaution.png Important: This section is out of date and needs an edit. The revised formula is
MIN{ (0.5 * num_prims) + (0.25 * (num_scripts - (num_scripts > 0))), num_prims }


  1. Take the number of prims in the object.
  2. If the object contains no scripts and is not physical: divide by static_bonus
  • per_prim_cost = 1.0
  • static_bonus = 2.0
  • cost_scalar = 1.0

The static_bonus only applies if the object is not physical and contains no scripts.

Server weight per prim: cost_scalar * (per_prim_cost / static_bonus)

Examples

Prims Scripted Or

Physical

Server

Cost

Non-Mesh

Cost

1 No 1 1
1 Yes 1 1
10 No 5 10
10 Yes 10 10
30 No 15 30
30 Yes 30 30

How To Optimize

  • Consolidate mesh shapes such that the individual uploaded meshes are as complete as possible.
    • A more complete mesh will generally have a streaming cost of several PE and not be server bound.
  • Separate static content from dynamic content when possible.