Statistics

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Statistics

Presents detailed information about the performance of your computer, the Second Life world and the connection between those. Some performance indicators are not described as there is no official documentation available on them from Linden Lab at this time.

Basic

FPS

FPS

The number of times per second your computer is updating (or refreshing) what's on the screen. Higher numbers are better. A frame rate between 15-30 frames per second (FPS) is about as smooth as broadcast television. This is different than the Sim FPS displayed under the Simulator window; here, the FPS number refers only to what your computer is displaying, not what everyone in the region is experiencing.

Packet Loss

The amount of data being lost as it travels between your computer and the server. Any nonzero packet loss is undesirable; packet loss above 10% can cause serious problems. Packet loss might be caused by a bad connection between you and Second Life (possibly a bad router between your ISP and Second Life, or congestion at your ISP), server problems (in which case everyone in the region would be experiencing it), or problems on your local network (wireless networking, or internet security or firewall software on your computer). Bad packet loss is like a phone call with lots of static that makes it hard to hear the other person, and it can cause the Second Life viewer to get confused about things like your inventory list or whether or not you're still connected.

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

Shows advanced information. Click on the word Advanced to hide or display this panel.

Render

Displays information related to drawing the Second Life world.

Total Objects

The number of objects currently in view, which includes:

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

New Objects

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

Specific memory allotted for final rendering of images.

Raw Mem

The amount of application memory consumed by textures.

Bound Mem

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

Network

In general, this section reports information about the network traffic that your viewer is using while connected to Second Life. Most online environments, like MMO games, download regions and areas in advance, usually by a patch or by the game's installer. Second Life is a live environment that changes all the time, meaning that it's constantly uploading and downloading information. You might notice more activity in the Network section of the statistics bar the first time you visit a new location inworld, as the viewer requests and downloads information like textures, objects, and more.

The various subsections of this category roughly break down what sort of information is being downloaded at any given moment, ie, textures, object information, et cetera.

Simulator

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

<well> NOTE: an "agent" is either a user in a given region (a "main agent") or a user in a neighboring region (a "child agent"). Any user who can see objects inside a simulator region increases the load on that simulator. The nominal values below are for simulators running on a single simulator per CPU. On other simulators (such as water simulators), these number will be different. </well>

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.

Physics Details

Provides more information about physics calculations, including memory allocated. Every region has a memory budget specifically for physics calculations. Terraforming and terraformer objects can particularly impact this memory budget, for example.

Agent Updates/Sec

The rate at which agents on this simulator are being updated.

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. Also includes people who may be teleporting in or who have very recently teleported out of the region.

Objects

The total land impact in use on the simulator.

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.

Scripts Run (%)

A percentage of scripts that successfully finish running during one simulator frame; ideally, the simulator runs 22 frames in a millisecond. Complicated scripts may take longer than a single frame to complete due to resource management, which is normal behavior that will lower this percentage. This number is a general indicator of the resources scripts are currently attempting to utilize in a region, and a low percentage does not necessarily indicate a performance problem.

Pathfinding

Information about pathfinding characters and their performance in the region.

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. Objects that have been requested to rez, textures with a large file size, or other complex items being added to a region can cause this number to go up. Generally, it's 0.

Pending Uploads

Number of current uploads of asset data pending. Most commonly seen when rezzed objects are being returned to the inventory server from the region by parcel or region return. If the Pending Uploads count is not 0, it may be best to wait before picking up or returning further objects to help avoid potential problems.

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.