User:Andrew Linden/Office Hours/2008 05 01
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Transcript of Andrew Linden's office hours:
[17:01] | Kooky Jetaime: | oohh the red glow helps that |
[17:01] | Simon Linden: | The flying problem? There's a fix in the pipeline, but I've noticed on my local regions that I'm still getting the sink sometimes |
[17:02] | Kooky Jetaime: | yea |
[17:02] | Kooky Jetaime: | I discovered it happens underwater too |
[17:02] | Andrew Linden: | Really Simon? Hrm. |
[17:02] | Kooky Jetaime: | in vehicles |
[17:02] | Kooky Jetaime: | they seem to sink |
[17:02] | Gaius Goodliffe: | Some bugs are very, very persistent. :p |
[17:02] | Andrew Linden: | No, I fixed it last week in the "yet to be deployed" codebase |
[17:02] | Andrew Linden: | but perhaps it is not fixed 100% |
[17:03] | Simon Linden: | I'm still seeing it in my local debug builds |
[17:03] | Kooky Jetaime: | My bike sinks, my sub sinks, I sink |
[17:03] | Kooky Jetaime: | hell, I slide down gently sloping hills |
[17:03] | Andrew Linden: | Simon, do you do anything in particular to repro it? |
[17:03] | Andrew Linden: | Really Kooky? |
[17:03] | Kooky Jetaime: | yep |
[17:03] | Andrew Linden: | I noticed that once in a test region, but was unable to reproduce it. |
[17:03] | Kooky Jetaime: | I wasn't able to repro it, but I was standing on a hill at my house |
[17:03] | Wolfhaven Teleportation HUD v3.0 is Ready | |
[17:03] | Kooky Jetaime: | and I started just sliding down it |
[17:04] | Kooky Jetaime: | every few seconds it would trigger a fraction of a walk anim |
[17:04] | Kooky Jetaime: | then go back to standing and keep moving down |
[17:04] | Simon Linden: | No, it's just normal flying. Not touching anything |
[17:04] | Kooky Jetaime: | I did it until I hit flat ground. |
[17:04] | Gaius Goodliffe: | I just love the bugs that happen *completely* at random. Makes debugging SOOO much fun. |
[17:04] | Andrew Linden: | Ok Simon, I'll try to trigger it again. |
[17:04] | Kooky Jetaime: | yes Gaius |
[17:04] | Andrew Linden: | Sorry that Tuesay's office hours were a no-show. |
[17:05] | Kooky Jetaime: | I've just started playing with a submarine.... |
[17:05] | Kooky Jetaime: | and I keep ending up on the ocean floor |
[17:05] | Kooky Jetaime: | I can't stay surfaced to save my life |
[17:05] | Kitto Flora: | No show for me too, due to RL |
[17:05] | Kooky Jetaime: | unless I'm actively applying "Up" force, it goes down. |
[17:05] | Andrew Linden: | I was out of the office, and others were busy or forgot. |
[17:05] | Simon Linden: | That was my goof; I apologize |
[17:05] | Yuu Nakamichi: | hello all |
[17:05] | Andrew Linden: | Hello Yuu. |
[17:06] | Simon Linden: | Hi Yuu |
[17:06] | Andrew Linden: | Today I have to leave at 18:00 sharp -- gotta be somewhere by 18:45 |
[17:06] | Andrew Linden: | Ok, I'll make a few more announcements (if I can think of any) then get to Kooky's submarine. |
[17:07] | Kooky Jetaime: | pl |
[17:07] | Kooky Jetaime: | ok |
[17:07] | Andrew Linden: | Lessee... no update for this week. Do we think we'll get something out next week Simon? I haven't been following the #deploy channel much. |
[17:07] | Andrew Linden: | We don't have anything locked and loaded that passed QA do we? |
[17:08] | Andrew Linden: | I think Simon has some experimental stuff he's going to deploy to a few regions to see if he can track down some performance problems that affect some places. |
[17:09] | Simon Linden: | I think there's an update scheduled for next week |
[17:09] | Simon Linden: | I have some optimization work done recently, but that needs some testing |
[17:10] | Kooky Jetaime: | I think someone else mentioned a rolling comming up to fix acouple of exploits in the near future |
[17:10] | Yuu Nakamichi: | I could work with estate owners if you are interested Simon |
[17:10] | Andrew Linden: | Besides the "drifting avatar during hover" which may or may not be fixed, and the "last location gets clamped to 768" I don't have much to report as fixed. |
[17:10] | Yuu Nakamichi: | (for affected openspace regions to analyze) |
[17:10] | Andrew Linden: | I'm currently working on a crash mode that may be a resource leak. |
[17:11] | Andrew Linden: | I guess that is all for announcements. |
[17:12] | Andrew Linden: | Kooky, you were talking about some sinking vehicles? |
[17:12] | Kooky Jetaime: | Yea.. |
[17:12] | Kooky Jetaime: | My Bike, which has a hovermode, appears to sink while "idle" |
[17:12] | Kooky Jetaime: | as well as a submarine that has that same effect |
[17:12] | Andrew Linden: | What method do they use to stay afloat? Hover? or vehicle Buoyancy? |
[17:12] | Conover's Flight-Helper 6.3.3 (WEAR ME!): Flight-helper is ready and operational. | |
[17:12] | Creem Pye: | and that's with a vehicular buoyancy of 1.0? |
[17:12] | Kooky Jetaime: | The bike I'm assuming is a hover |
[17:13] | Kooky Jetaime: | The sub I've not digged through the scripts on, but I'm presuming boyancy, since it can't go much higher than water surface |
[17:13] | Andrew Linden: | And these did not sink in Havok1? |
[17:13] | Kooky Jetaime: | The bike I know didn't.. the sub I didn't use then. |
[17:14] | Kooky Jetaime: | but I figured it was an interesting coincidence that it just loves to head for the bottom |
[17:14] | Andrew Linden: | I take it these are not "new to Havok4 but should theoretically not sink according to the script"> |
[17:14] | Kooky Jetaime: | The sub is a freebie I can rez |
[17:14] | Kooky Jetaime: | its from Abbots |
[17:14] | Creem Pye: | ah, you could try it in H1 maybe, on the beta grid |
[17:14] | Andrew Linden: | Well, best thing to do would be to give me some copies, or rez here so I can grab a copy. |
[17:14] | Creem Pye: | (abbotts is there too, i believe) |
[17:15] | Gaius Goodliffe: | Right, there's still Havok1 regions on the beta grid. (How long are those going to be there?) |
[17:15] | Kooky Jetaime: | its no Transfer Kitto.. |
[17:15] | Kooky Jetaime: | I wish we could get a nice H1 region somewehre on the main grid.. |
[17:15] | Creem Pye: | mmm actually I know the Mono regions are H1... but none of those have water, unless something changed |
[17:16] | Andrew Linden: | Alas, Havok1 is quickly becoming stale and can no longer talk to the newer SL clients. |
[17:16] | Gaius Goodliffe: | Sandbox Cordova and the G one (never remember that name) have pools of water last time I checked (on the beta grid only) |
[17:16] | Andrew Linden: | Goguen |
[17:16] | Kooky Jetaime: | Cordova you said.. I'll try it right now |
[17:17] | Kooky Jetaime: | Logging into Aditi now |
[17:17] | Andrew Linden: | Ok, anybody else have a topic to talk about? |
[17:17] | Chaz Longstaff: | i have one but am willing to wait my turn |
[17:17] | Andrew Linden: | raise it Chaz. |
[17:17] | Gaius Goodliffe: | I think it's your turn. :) |
[17:17] | Chaz Longstaff: | kk |
[17:17] | Chaz Longstaff: | my elevators are dead ducks :} |
[17:18] | Chaz Longstaff: | llmovetotarget not enough steam to get all the way to the destination floor anymore |
[17:18] | Chaz Longstaff: | was wondering if i could leave a copy with you to look at |
[17:18] | Gaius Goodliffe: | It seems to be similar the problem my old elevators had, but mine were fixed. However, mind apparently use a much thinner platform. |
[17:18] | Andrew Linden: | Sure, could you elaborate on that though? |
[17:19] | Andrew Linden: | They try to get there but fail? They do move a little bit though? |
[17:19] | Andrew Linden: | By how much do they miss their mark? |
[17:19] | Andrew Linden: | Are they sliding in an elevator shaft? Or are they on sky hooks? |
[17:19] | Gaius Goodliffe: | SVC-1202 I think has a description... |
[17:19] | Chaz Longstaff: | they are in a shaft, in buildings for the most part |
[17:20] | Gaius Goodliffe: | OH! That might be why I couldn't reproduce it -- I wasn't putting the platform in a shaft. |
[17:20] | Andrew Linden: | ah... there have been some reports of some objects that used to slide without interfence now are too tight. |
[17:20] | Kooky Jetaime: | Andrew - Confirmed, Stable on H1, Sinks on H4 |
[17:20] | Gaius Goodliffe: | Try making the shaft wider. |
[17:20] | Andrew Linden: | Especially cylindrical objects. |
[17:20] | Andrew Linden: | Ok, thanks Kooky |
[17:21] | Chaz Longstaff: | with some floors, they get to within about 1/2 metre, then just stop, with other floors higher up, might miss it by a floor or two.. now if you start walking back and forth it seems to jiggle it and it starts moving again for a bit... then runs out of steam again, till you jiggle it again, but sometimes not even that works |
[17:21] | Kooky Jetaime: | I went to Fame H1, and then moved over to Balance. As soon as I was across the border, the sinking began |
[17:21] | Chaz Longstaff: | i've tried phantom shafts, and really really really wide shafts, like with a metre or two clearance |
[17:21] | Gaius Goodliffe: | Hmm |
[17:22] | Chaz Longstaff: | kk kooky back to report so we can switch back to subs for a minute to keep on sub topic |
[17:22] | Andrew Linden: | Ok, gimme a copy then. You have a Jira item for it? |
[17:22] | Chaz Longstaff: | well, i piggybacked on Gauis's :} |
[17:22] | Andrew Linden: | ok that's fine. |
[17:23] | Gaius Goodliffe: | Yeah, it does appear to be the same problem that was fixed on mine, but I think he's using a heavier elevator platform. |
[17:23] | Gaius Goodliffe: | There might be something else, though. I don't know -- I haven't been able to reproduce it. |
[17:23] | Chaz Longstaff: | kk i'll pass andrew copy, and then we can move onto next meeting topic, i don't want to hijack the meeting |
[17:23] | Andrew Linden: | llMoveToTarget() consumes "script energy". I wonder if they are running out of script energy budget. |
[17:23] | Chaz Longstaff: | maybe i should plug a few Duracells in :} |
[17:23] | Gaius Goodliffe: | hehe |
[17:24] | Andrew Linden: | Fortunately, there is no set agenda most of the time, so there is very little to hijack. |
[17:24] | Chaz Longstaff gave you Elevator 1.2c Chaz Longstaff. | |
[17:24] | Andrew Linden: | One announcement I forgot to mention... Qarl Linden is working on the first version of the "prim encroachment" problem |
[17:24] | Chaz Longstaff: | Andrew, that should be full perm, i'll pass you a notecard a bit later with a few notes on it to save you time. |
[17:24] | Kooky Jetaime: | ((Andrew, if you want a copy of the bike, grab it. While in flight mode, it also sinks, but at about the same rate as a sole flying avatar.)) |
[17:25] | Andrew Linden: | that is, he's implementing a object-parcel collision query that could be used to determine if an object is overlapping into your parcel |
[17:25] | Andrew Linden: | this is a prerequisite for megaprim liberation |
[17:25] | Gaius Goodliffe: | wee! |
[17:25] | Kooky Jetaime: | yesss Andrew.. thank you |
[17:25] | Andrew Linden: | Qarl holds office hours, so anyone interested could try to attend those and talk to him about it. |
[17:25] | Yuu Nakamichi: | a potential fix for sim xings? |
[17:26] | Kooky Jetaime: | I had a problem near my land with 40x40x40 prims on 16sqm parcels |
[17:26] | Chaz Longstaff: | yeah, hot, that will be popular withmainland people who have their neigbhours megaprims rammed into their living rooms :} |
[17:26] | Creem Pye: | what will be the new limit for a megaprim? |
[17:26] | Andrew Linden: | No, this is not really related to region crossings |
[17:26] | Gaius Goodliffe: | Will we be able to make new 65km long prims? ;) |
[17:26] | Andrew Linden: | and... on the first pass it won't work for prims that are overlapping across region boundaries |
[17:26] | Andrew Linden: | but that is a logical next step |
[17:27] | Andrew Linden: | I think the whole project will be delivered in small steps as they are finished |
[17:27] | Andrew Linden: | for instance, sculptie overlap will not be correctly done for a while yet |
[17:27] | Kooky Jetaime: | Even if we can cover in-sim issues |
[17:27] | Andrew Linden: | but you can talk to Qarl about the details and timeline |
[17:27] | Kooky Jetaime: | Andrew - is it going to be a hard limit or a parcel option? |
[17:28] | Kooky Jetaime: | because I have a few places where I've intentionally crossed parcel lines with prims, using a little linking trick |
[17:28] | Kooky Jetaime: | but its not a problem of how its done. |
[17:28] | Andrew Linden: | Qarl favors manual intervention. |
[17:28] | Kooky Jetaime: | ok |
[17:28] | Andrew Linden: | That is... the parcel owner must manually select and return the offending object. |
[17:28] | Kooky Jetaime: | ((I've made stairs from our property down to the Linden Road...)) |
[17:28] | Gaius Goodliffe nods. | |
[17:28] | Creem Pye: | couldn't you limit sculpties by their bounding box scale? |
[17:29] | Gaius Goodliffe: | Oh yeah, I used to driveways from my garage to the linden road when I lived on the mainland. I wouldn't want those auto-returned. |
[17:29] | Kitto Flora: | I have customers who bridge Linden Roadways with linked prims... |
[17:29] | Andrew Linden: | Creem yes that might be a first-order approximation for sculties |
[17:29] | Kitto Flora: | And many want longer track sections, using megaprims |
[17:29] | Andrew Linden: | however, it won't be correct in general |
[17:30] | Yuu Nakamichi: | Simon |
[17:30] | Andrew Linden: | We're contemplating an exception for "Linden Content" |
[17:30] | Gaius Goodliffe: | :) |
[17:30] | Yuu Nakamichi: | can you tell us more about the performance work you ahev done? |
[17:30] | Gaius Goodliffe: | Should generalize that then. Estate owners may want exceptions for their content, too. |
[17:30] | Yuu Nakamichi: | (that needs testing) |
[17:30] | Andrew Linden: | Some Estate owners have already asked for the ability to disable overlap return on their regions. |
[17:31] | Andrew Linden: | Dunno if it will be a per-estate or pe-region option in the first pass |
[17:31] | Andrew Linden: | You'll have to talk to Qarl. |
[17:32] | Kooky Jetaime: | heh |
[17:32] | Andrew Linden: | After Qarl does that... I've got some ideas on how to make static objects collide across region boundaries. |
[17:32] | Kooky Jetaime: | Bring Qarl next week Andrew! |
[17:32] | Andrew Linden: | Don't know how or where I'll fit that into all the other stuff I want/need to get done. |
[17:32] | Arawn Spitteler recalls Steam Sky City had a return problem: Seems to me, Estate Owners might be deserving of some linden powers. Mainland is simply the estate where Linden Lab is Estate Owner. | |
[17:32] | Andrew Linden: | Qarl holds his own hours. I'm not sure what the schedule is... you'll have to look it up in the Wiki |
[17:33] | Gaius Goodliffe nods. | |
[17:33] | Yuu Nakamichi: | usually Fri |
[17:33] | Kooky Jetaime: | yea, but sometimes when topics overlap its handy... so you can quit saying "Ask Qarl" |
[17:33] | Kooky Jetaime: | heheh |
[17:34] | Rex Cronon: | hi everybody, i just had to download the rc. btw qarl office hours are friday 11am slt, in sim q |
[17:34] | Andrew Linden: | right, as SL becomes more of a "platform" that people rely on, we find we need to open up admin powers to estate and parcel owners |
[17:34] | Kooky Jetaime: | ok Rex |
[17:34] | Yuu Nakamichi: | I noticed that kelly isasking for resident input |
[17:34] | Kooky Jetaime: | that avi rocks. |
[17:34] | Yuu Nakamichi: | on https://jira.secondlife.com/browse/SVC-2219 |
[17:34] | Arawn Spitteler: | Buy an estate, and see what God Mode can do. |
[17:34] | Andrew Linden: | I'm in favor of that, abolutely. I consider it a value-add for paying customers. |
[17:34] | Kooky Jetaime: | though Flight is apparntly a problem |
[17:35] | Arawn Spitteler: | Because Tommorrow never comes? |
[17:35] | Andrew Linden: | Also, parcel owners and estate owners are less likely to be griefers... more to lose should they get caught. |
[17:35] | Kooky Jetaime: | ((Andrew, did you get a copy of the bike or did you not want it?)) |
[17:35] | Yuu Nakamichi: | However, I'm not 100% sure what to look for |
[17:35] | Andrew Linden: | Kooky, I thought I accepted one item... |
[17:35] | Kooky Jetaime: | you got the sub |
[17:36] | Kooky Jetaime: | the bike was the one flying that sank |
[17:36] | Andrew Linden: | It was the sub, yes. I never received the bike offer. |
[17:36] | Kooky Jetaime: | I can't offer it, no trans |
[17:36] | Kooky Jetaime: | its behind you |
[17:36] | Andrew Linden: | oh, is it rezzed here? |
[17:36] | Yuu Nakamichi: | (SVC-2219 relates to the continuing TD issues) |
[17:36] | Andrew Linden: | ok, I got a copy Kooky |
[17:37] | Kooky Jetaime: | ok |
[17:37] | Kooky Jetaime: | ((Sorry, I wasn' very vehicley a couple weeks ago when you were doing your main collecting.)) |
[17:38] | Arawn Spitteler: | Have you checked out Bato's remedy for Prim Seam Bump? That, and what to do about rail size, will give the Public Works Department a lot to do, on the rail road. |
[17:38] | Andrew Linden: | No, I haven't actually tried his workaround |
[17:38] | Kitto Flora really hopes that the PWD has a clue on building railroads | |
[17:39] | Andrew Linden: | however the fact that it works suggests that there is some logic in Havok4 that discards collisions based on the collision normal pointing away from the contact point |
[17:40] | Andrew Linden: | I wonder where it is done... I may be able to take advantage of that logic to also discard certain contact info within my own special code |
[17:40] | Andrew Linden: | I need to experiment with that |
[17:40] | Yuu Nakamichi would like to discuss the TD issue some more | |
[17:40] | Andrew Linden: | I don't think the LL content team has the resources to "fix" all the roads in SL |
[17:40] | Andrew Linden: | so they'd much rather I come up with a techical fix. |
[17:41] | Andrew Linden: | Yuu, go ahead and summarize the TD issue you're talking about. |
[17:41] | Yuu Nakamichi: | thanks Andrew. |
[17:42] | Yuu Nakamichi: | I just metioned SVC-2219 has become something of a bucket |
[17:42] | Yuu Nakamichi: | for performance issues related to TD |
[17:42] | Yuu Nakamichi: | kelly Linden responded by asking resis |
[17:42] | Kooky Jetaime: | Andrew - If I can take a step back in topics, when you mentioned cross-region prim position checks, that might actually solve a problem on the jira about people falling through the ground at region crossings while walking on primroads.... We were talking about a week ago at Soft/Rob's OSS OH |
[17:42] | Yuu Nakamichi: | to help by looking at the new physics stats |
[17:42] | Yuu Nakamichi: | in the RC stats window |
[17:42] | Kooky Jetaime looks at the buckets | |
[17:43] | Yuu Nakamichi: | I haven't been able to test much myself |
[17:43] | Yuu Nakamichi: | what I have seen was the usual TD but not |
[17:44] | Yuu Nakamichi: | an obvious link to physics time |
[17:44] | Creem Pye: | by the way, what's "agent time" in the new RC client's performance stats? |
[17:44] | Yuu Nakamichi: | I'd be happy to pass on any extra info you'd like to share |
[17:44] | Creem Pye: | is that agent physics or scripts attached to agents? |
[17:44] | Yuu Nakamichi: | with respect to what to look for |
[17:44] | Andrew Linden: | We've been looking into that TD issue. |
[17:45] | Yuu Nakamichi: | if you are still looking for resident input on this |
[17:45] | Andrew Linden: | One theory is that it is related to the hourly saves that the simulator host is doing, |
[17:45] | Andrew Linden: | each region saves its state hourly |
[17:45] | Kooky Jetaime: | Andrew, arn't the TD events happening every 10 minutes though |
[17:45] | Kooky Jetaime: | not every hour? |
[17:45] | Kooky Jetaime: | oh nevermind |
[17:45] | Kooky Jetaime: | misread |
[17:46] | Rex Cronon: | td=? |
[17:46] | Kooky Jetaime: | time dilaation |
[17:46] | Simon Linden: | There have been two types of TD problems ... one is a steady, lower performance than expected, the other is cyclic dips in TD |
[17:46] | Creem Pye: | time dilation, rex |
[17:46] | Rex Cronon: | thanks |
[17:46] | Chaz Longstaff: | (hehe, glad you asked Rez, grin) |
[17:46] | Andrew Linden: | I think Simon has added some debugging tools to some simulators that he wants to experiment with |
[17:46] | Kooky Jetaime: | From the 2219, they say its happening 7-12 times/hr... |
[17:46] | Kooky Jetaime: | that would be more than the state saves |
[17:46] | Simon Linden: | One of the causes of the cyclic drop is saving the simstate |
[17:46] | Andrew Linden: | btw, Simon do you want to talk about the "disable collisions" bit on regions? |
[17:46] | Kooky Jetaime: | Chaz - if you have a question, feel free to ask... its not as interesting when you don't know whats going on |
[17:46] | Simon Linden: | But, as you say, that shouldn't be running so often |
[17:47] | Kooky Jetaime: | Simon - any chance the simstate save is failing and re-attempting? |
[17:47] | Yuu Nakamichi: | it also seems to last different amounts of time |
[17:47] | Yuu Nakamichi: | sometimes very short spikes |
[17:47] | Yuu Nakamichi: | sometimes minutes on end |
[17:47] | Simon Linden: | Yes - if you have a region where "disable collisions" is on, we've learned that there's a performance hit as it will regularly scan to disable collisions on objects and pin them in place |
[17:47] | Andrew Linden: | No Kooky, the vast majority of simstate saves are successful. |
[17:47] | Yuu Nakamichi: | (anectdotally) |
[17:47] | Kooky Jetaime: | ok |
[17:47] | Andrew Linden: | about 50% of the ones I looked at took less than a second to complete too |
[17:48] | Andrew Linden: | Those were just the "void region" simstate saves I was looking at today. |
[17:48] | Kooky Jetaime: | Why would the sim scan for collisions if they are disabled? |
[17:48] | Andrew Linden: | The longest one I saw took 4.16 seconds. |
[17:48] | Kitto Flora: | Have you tried looking at beacons - physicals - and see if theres a spike in activity when TD dipd? |
[17:48] | Simon Linden: | It's scanning objects to make sure they are pinned in place - various things can start out in a normal, dynamic state |
[17:49] | Andrew Linden: | In your experience... how long are the occasional time dilation drops? |
[17:49] | Yuu Nakamichi: | they really differ a lot Andrew |
[17:49] | Yuu Nakamichi: | from fractions of a second to minutes |
[17:49] | Yuu Nakamichi: | perhaps we see back to back |
[17:49] | Yuu Nakamichi: | not sure |
[17:49] | Kitto Flora: | Sounds a lot like the old stuck fish. Any fish in the sim? |
[17:50] | Yuu Nakamichi: | I can say minutes as it takes minutes to traverse an affected si in that state |
[17:50] | Kooky Jetaime: | You know, sometimes physics just doesn't make sense to me. :) |
[17:50] | Chaz Longstaff: | what's si? |
[17:50] | Andrew Linden: | Well Kitto, supposely the dropp in performance does not correltate with time in the physics engine. |
[17:50] | Kitto Flora: | OK, if thats true - whats left? Rezzing stuff? |
[17:51] | Andrew Linden: | I'm not sure where the rezzing time gets binned in the stats. |
[17:51] | Kooky Jetaime: | Sometimes I wish there was a way to turn on a temporary journaling system on sims |
[17:51] | Kooky Jetaime: | to just record everything that happens |
[17:51] | Andrew Linden: | perhaps it goes into "sim time (other)" |
[17:52] | Yuu Nakamichi: | chaz: sim, sorry |
[17:52] | Yuu Nakamichi: | I did see massive image time spikes |
[17:52] | Creem Pye: | right now we have an example of an openspace sim with a crappy time dilation, but a very low frame time (to illustrate what we were talking about last week) |
[17:52] | Yuu Nakamichi: | but not always |
[17:52] | Simon Linden: | We do lots of logging ... some of the code I just added will allow us to get a dataset of performance by each second for an interval. Hopefully we can connect the dips with other events (sim state saves, internal garbage collection, etc) |
[17:52] | Kitto Flora: | Ohhh... |
[17:52] | Creem Pye: | (well it was ~0.9 for a while there...) |
[17:52] | Kitto Flora: | RAM footprint too big & swapping? |
[17:53] | Andrew Linden: | Not swapping. |
[17:53] | Simon Linden: | Creem - what's the region name? |
[17:53] | Andrew Linden: | Not RAM footprint. |
[17:53] | Yuu Nakamichi: | affected regions woudl have less than 20MB |
[17:53] | Creem Pye: | this region |
[17:53] | Creem Pye: | although now that i've said it, TD is back to 1.0 =P |
[17:53] | Kooky Jetaime: | Simon - any way to tie it to a Sim TD event? so it only triggers during an event? |
[17:54] | Rex Cronon: | can't too much loggin affect sim performance? |
[17:54] | Simon Linden: | No, it needs to be manually enabled. It adds some load to the logging system, so our servers would explode if this started all over the grid :) |
[17:54] | Andrew Linden: | We're looking for correlations... sorta. I haven't personally sat in a region yet and watched the TD graph, but I'll probably get a chance tomorrow. |
[17:54] | Andrew Linden: | There, the TD dropped to about .6 for one second. |
[17:54] | Kooky Jetaime: | Simon, I didn't mean across the whole grid, I just meant for a "Target" sim. |
[17:54] | Andrew Linden: | Unfortunately, I've got to run at 18:00 sharp. |
[17:55] | Andrew Linden: | This office hour is almost over for me. |
[17:55] | Creem Pye: | maybe our neighboring sims are running a pachinko simulation =) |
[17:55] | Gaius Goodliffe: | hehe |
[17:55] | Chaz Longstaff: | well thank you Andrew and Simon, it's great that you take this time! |
[17:56] | Mastorian Kingsford: | lol new client made me miss meeting haha |
[17:56] | Alisha Matova: | =) look like im late.. |
[17:56] | Andrew Linden: | Yes, unfortunately I'll have to run in just a few minutes. |
[17:57] | Alisha Matova: | np =) |
[17:57] | Kooky Jetaime: | I still like that outfit Rex... Where did you get it? |
[17:57] | Arawn Spitteler will brave new client later: I have to put my scripting class togeather. Hopefully, it'll do better than my meditation classes. | |
[17:57] | Mastorian Kingsford: | on ati 1200 cards the default sky height makes the white bands on midnight seting set it to zero and perfect night sky weird but at least i now know why midnight was always having white rings |
[17:57] | Rex Cronon: | i wish there was an announcement at least 4 hours before we were required to download/install a new rc version |
[17:58] | Alisha Matova: | Did the physics fps hit on tp get brought up? |
[17:58] | Andrew Linden: | Arawn you teach meditation in RL or SL? |
[17:58] | Rex Cronon: | thanks kooky. i got it from the silverscreen |
[17:58] | Andrew Linden: | Not the one on TP Alisha. |
[17:58] | Arawn Spitteler: | So far, my SL attempts have not been well attended. |
[17:58] | Kooky Jetaime: | I am so off to Silverscreen |
[17:58] | Andrew Linden: | That is, it was not raised for discussion. |
[17:59] | Alisha Matova: | well i am happy you know about it =) |
[17:59] | Alisha Matova: | =) that way i figures your working on it =P |
[17:59] | Andrew Linden: | You're talking about a TP arrival? |
[17:59] | Simon Linden: | I have to run as well ... thanks again to everyone for coming |
[17:59] | Arawn Spitteler: | Something I'm wondering about, is whether the physics engine extends look ahead solids, or just calculates everything each frame. |
[17:59] | Alisha Matova: | yes Andrew |
[17:59] | Andrew Linden: | Have you correlated it with number of prims attached? |
[18:00] | Rex Cronon: | bye andrew, simon, and everybody else |
[18:00] | Alisha Matova: | i think its more comon on a busy region |
[18:00] | Chaz Longstaff: | bye thank you andrew and simon |
[18:00] | Kooky Jetaime: | bye all |
[18:00] | Mastorian Kingsford: | there is a new way to crash sims i seen it |
[18:00] | Andrew Linden: | Alright Alisha, I'll keep an eye out for that and try to get to it. |
[18:00] | Alisha Matova: | that is what i saw also, but I had no real way to track it |
[18:00] | Rex Cronon: | have fun |
[18:00] | Kitto Flora: | So watch the TD... |
[18:00] | Kooky Jetaime: | oh Mastorian? |
[18:00] | Andrew Linden: | Yes, there are a few ways to crash regions. I'm working on one such bug right now. |
[18:00] | Andrew Linden: | Cheers. I have to run. Thanks for comming. |
[18:00] | Creem Pye: | thanks for your time |
[18:01] | Arawn Spitteler wants to know: How do we crash sims, er, what should we watch for, in the new griefers? | |
[18:01] | Yuu Nakamichi: | thanks Andrew, Simon |
[18:01] | Kooky Jetaime: | heheeh |
[18:01] | Alisha Matova: | i think lots of shape morphing prims? |
[18:01] | Alisha Matova: | =) yes thank you Andrew |
[18:01] | Kooky Jetaime: | That would make sense, consistant with the dissent grief the other week |
[18:01] | Mastorian Kingsford: | just saw go to sandboxs its crazy and kinda funny i watched sim crawl they are using particals |