Statistics Bar Guide/fr

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//Translation in Progress//

Qu'est-ce que la barre des statistiques?

La barre des statistiques présente une liste détaillée d'informations sur les performances de votre ordinateur et du monde de Second Life. Alors que la quantité d'informations peut être sujet à confusion, le fait de la consulter peut en dire beaucoup sur ce qu'il se passe dans Second Life.

Comment activer la barre des statistiques?

Sélectionner Affichage > Barre des statistiques en haut de la fenêtre de Second Life.

Que signifie tout ceci?

Nous allons étudier chaque section en détail.

Basique

Affiche des informations basiques sur les performances de votre ordinateur dans Second Life. Cliquez sur le mot Basique pour cacher ou montrer ce tableau.

FPS (frames par seconde): Le nombre de temps par seconde pendant lequel votre ordinateur redessine(ou rafraichit) ce qui est à l'écran. Les chiffres élevés sont les meilleurs. Un framerate entre 15-30 frames par seconde (FPS) est à peu près le même que celui de la diffusion de la télévision.

Bandwidth (Bande passante): Le nombre de données qui est transféré entre votre ordinateur et le monde de Second Life. Ce nombre varie radicalement selon la bande passante que vous utilisez dans Préférences - onglet Général,l'endroit auquel vous vous trouvez in-world, ce qu'il s'y passe, mais aussi selon le fait que vous êtes encore en train de charger des éléments (objets/textures/etc)qui sont dans votre champ de vision. Si la bande passante est de 0kbps, c'est que quelque chose ne va pas (vous devez être partiellement déconnecté).

Packet Loss (Perte de paquets): Le Nombre de données perdues pendant la transmission entre votre ordinateur et le serveur. Chaque paquet n'étant pas de zéro est mauvais; la perte de paquets au dessus de 10% est un très mauvais signe. La perte de paquets peut être causée par un problème de serveur (auquel cas tout le monde va avoir les mêmes pertes dans la région), une mauvaise connexion entre votre ordinateur et Second Life (possibilité d'un mauvais routage entre votre fournisseur d'accès internet et Second Life, ou encombrement de votre fournisseur d'accès internet), ou des problèmes sur votre réseau local (réseau sans fil, ou sécurité internet ou pare-feu sur votre ordinateur).

Ping Sim (Ping du Simulateur): Le temps qu'il faut aux données pour circuler de votre ordinateur à la région dans laquelle vous vous trouvez actuellement. Celà dépend largement de votre connexion à internet. Si le Ping Sim est élevé mais que le Ping User (Ping Utilisateur) ne l'est pas, alors le serveur doit avoir des problèmes.

Avancé

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.

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 simulator performance statistics mean based on the knowledge base.

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 Client 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.

  • o < 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.
  • o 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.
  • 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.

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.