User:Babbage Linden/Office Hours/2008 11 12
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Transcript of Babbage Linden's office hours:
[8:16] | Nock Forager: | Hi Babbage fallin
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[8:16] | Babbage Linden: | hi everyone
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[8:16] | Babbage Linden: | sorry i'm late
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[8:16] | Imaze Rhiano: | hi
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[8:16] | Fake Fitzgerald: | hi
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[8:16] | Babbage Linden: | stuck in a meeting
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[8:16] | Babbage Linden: | let me ping the lists
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[8:16] | WolfPup Lowenhar: | that is ok
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[8:17] | Imaze Rhiano: | Arawn... move bit - let Babbage to sit his throne chair :P
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[8:17] | Chaley May: | hi
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[8:17] | Arawn Spitteler: | Your heart is mechanical, so you must nly be tardy
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[8:18] | WolfPup Lowenhar: | hey sheet
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[8:18] | Sheet Spotter: | G'day, eh.
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[8:18] | Babbage Linden: | thanks arawn :-)
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[8:19] | Babbage Linden: | so, we haven't been working on any specific scripting tasks this week
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[8:19] | Babbage Linden: | but there has been more discussion about script limits for open spaces
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[8:19] | Babbage Linden: | and we've also been talking about embedding mono in the viewer for scripting
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[8:20] | Babbage Linden: | and we've built a proof of concept viewer which embeds mono and iron python
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[8:20] | Babbage Linden: | which has been interesting
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[8:20] | Babbage Linden: | we've got a meeting at 9 to talk about whether we want to take that forward
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[8:20] | Babbage Linden: | the initial goal will be to use it for automating testing
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[8:21] | Babbage Linden: | but ultimately it would be nice if we could also use it for resident scripting
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[8:21] | Chaley May: | err it dont work like that
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[8:21] | Chaley May: | oops wrong chat
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[8:21] | Sheet Spotter: | Are there any plans to show an AV the scripting impact they have on a sim?
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[8:21] | Joshewa Daniels: | we need a way to get useable websites on prims interactive abilitys, i know it will work i have seen it in other 3d world games
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[8:21] | Babbage Linden: | sheet, good question
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[8:21] | WolfPup Lowenhar: | that is already built into the virewer
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[8:22] | Sheet Spotter: | Similar to Avatar Rendering Cost, but focussed on the load their scripts are creating.
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[8:22] | Babbage Linden: | for the script limits work, we're creating parcel and avatar pools for script resources
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[8:22] | Joshewa Daniels: | really need better parcel prim limits as well
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[8:22] | Joshewa Daniels: | thats something that has been needed for a long time
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[8:23] | Joshewa Daniels: | and i know 98% of all us members would agree
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[8:23] | Babbage Linden: | there will be ll* library calls for scripts to find out the used and available script resources in the current pool
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[8:23] | WolfPup Lowenhar: | kewl
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[8:23] | Babbage Linden: | so you will be able to attach and object which could tell you how many script resources in your pool are being used
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[8:23] | Babbage Linden: | and are available
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[8:23] | Babbage Linden: | we are also talking about making that visible in the ui
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[8:24] | Sheet Spotter: | Awesome.
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[8:24] | Babbage Linden: | but there's lots of work being done on the ui
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[8:24] | Sheet Spotter: | Most AVs are not aware of the impact they have.
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[8:24] | Babbage Linden: | so i'd prefer not to add more ui complexity where there are lots of people try to remove complexity
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[8:24] | Sheet Spotter: | If they were aware, they might moderate their impact.
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[8:24] | Babbage Linden: | yes, i agree
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[8:24] | WolfPup Lowenhar: | that would help builders out cause then they could better script there items to use less of the pool
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[8:24] | Babbage Linden: | making people aware of their impact would help
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[8:25] | Babbage Linden: | we are likely to first expose script resource usage
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[8:25] | Nock Forager: | What "resources" parameters will be shown?
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[8:25] | Babbage Linden: | then work on determining reasonable limits
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[8:25] | Babbage Linden: | based on both the current script usage
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[8:25] | Babbage Linden: | and the script usage we can support on various configurations
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[8:26] | Babbage Linden: | full regions get around 800MB of memory for example
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[8:26] | Babbage Linden: | for scripts, physics, updates, texture transfers and everything else
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[8:26] | Babbage Linden: | open spaces end up with far less memory
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[8:26] | WolfPup Lowenhar: | im alwas wondering how big an impact im having on regions with my builds
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[8:26] | Babbage Linden: | as there are 16 sharing the same host
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[8:26] | Myla Moody: | when you say "script usage", are you speaking of memory use, instructions per second, events, etc? :)
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[8:26] | Babbage Linden: | i'm mostly talking about memory in the first instance
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[8:27] | Babbage Linden: | the biggest performance problem we have is when simulator processes grow and make the host swap
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[8:27] | Babbage Linden: | so the first resource we'll look at is memory
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[8:27] | Babbage Linden: | CPU is somewhat self limiting
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[8:27] | Babbage Linden: | in that we give scripts a certain number of ms to run per frame
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[8:27] | Babbage Linden: | if all the scripts aren't run, they are run next frame
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[8:28] | Babbage Linden: | so, running many scripts that use lots of CPU
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[8:28] | Babbage Linden: | makes the scripts slow down
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[8:28] | Babbage Linden: | but shouldn't make the sim slow down
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[8:28] | Babbage Linden: | whereas many scripts causing the host to swap
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[8:28] | Sheet Spotter: | Are sims allocated to servers based on their historical memory usage? Can low usage sims be paired with high usage sims?
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[8:28] | Babbage Linden: | will slow the entire region down
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[8:28] | Babbage Linden: | and all the other regions on that host
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[8:29] | Babbage Linden: | sims are allocated based on the software installed on hosts
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[8:29] | Babbage Linden: | so, if you've used the preview grid
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[8:29] | Babbage Linden: | you may have noticed that you get "this simulator is running a different version" message
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[8:29] | Babbage Linden: | where we have hetrogenous grids
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[8:29] | Babbage Linden: | ie grids where different hosts have different software
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[8:29] | Sheet Spotter: | That message also appears on the main grid, during rolling upates.
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[8:29] | Babbage Linden: | het grid has been a massive success for us
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[8:30] | Babbage Linden: | it allows us to do rolling restarts
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[8:30] | Babbage Linden: | and test multiple versions of second life
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[8:30] | Babbage Linden: | at the same time
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[8:30] | Arawn Spitteler: | Before Het Grid, we'd be closed right now.
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[8:30] | Babbage Linden: | when hosts start up
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[8:30] | Babbage Linden: | they find regions that should be running on the software that the host has installed
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[8:31] | Babbage Linden: | so, we don't use load to determine where regions get run
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[8:31] | Babbage Linden: | we use the region's channel
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[8:31] | Babbage Linden: | and find a host with that channel's software
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[8:31] | Babbage Linden: | the biggest problem with the memory bloat due to scripts
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[8:31] | Babbage Linden: | is that one heavily scripted region
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[8:32] | Sheet Spotter: | Without that assessment, all the high memory usage sims could be placed on one server; all the low usage on another.
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[8:32] | WolfPup Lowenhar: | that is an interesting approach
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[8:32] | Babbage Linden: | can affect the performance of lightly loaded regions
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[8:32] | Babbage Linden: | and when regions swap hosts due to restarts
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[8:32] | Babbage Linden: | a region that ran ok last week
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[8:32] | Babbage Linden: | might struggle this week
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[8:32] | Babbage Linden: | when we have resource limits
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[8:32] | Babbage Linden: | the performance should be more predictable
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[8:32] | Sheet Spotter: | Cool.
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[8:33] | WolfPup Lowenhar: | that makes since
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[8:33] | Babbage Linden: | no combinations of regions should cause bad performance
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[8:33] | Sheet Spotter: | Will the limits trigger a throttle?
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[8:33] | Babbage Linden: | the limits will work like prim limits
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[8:33] | Sheet Spotter: | A progressive throttle.
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[8:33] | WolfPup Lowenhar: | and that would improve the overall SL experience
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[8:33] | Babbage Linden: | so we don't add yet another rationing system
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[8:34] | Babbage Linden: | if there isn't enough memory availabe
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[8:34] | Babbage Linden: | an object won't rez
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[8:34] | Babbage Linden: | just as if there isn't enough prims for it
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[8:34] | WolfPup Lowenhar: | i know thee are some places that no mater what when you go there you get hit with so much lagg it is horiable
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[8:34] | Myla Moody: | how would scripted attachments be handled in such a case?
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[8:34] | Babbage Linden: | myla, scripted attachments would use the avatar resource pool
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[8:34] | Myla Moody: | ahh
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[8:34] | Babbage Linden: | which is a constant size
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[8:34] | Babbage Linden: | so that if you attach a bunch of scripts
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[8:35] | Babbage Linden: | you will be able to teleport anywhere
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[8:35] | Imaze Rhiano: | how is script initial memory usage decided? like classic lsl initial memory 16K - mono - initial memory usage 64k?
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[8:35] | Babbage Linden: | without being told that resources are available
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[8:35] | Babbage Linden: | imaze, LSO scripts will still be 16KB always
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[8:35] | Babbage Linden: | if there is 16KB available, an LSL script will rez
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[8:35] | Babbage Linden: | with Mono scripts, we'll probably use the same mechanism initially
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[8:36] | Babbage Linden: | check to see whether there is 64KB availabe
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[8:36] | Babbage Linden: | allow the rez to happen if there is
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[8:36] | Babbage Linden: | but, in future
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[8:36] | Nock Forager: | Currently, do you have in your mind what the memory limit should be?
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[8:36] | Babbage Linden: | we would be able to have Mono scripts request memory
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[8:36] | Babbage Linden: | so they might say I need 2KB
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[8:36] | Babbage Linden: | and be able to rez whenever there is 2KB availabe
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[8:36] | Babbage Linden: | on the other hand, they might say that they want 2MB
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[8:37] | Babbage Linden: | and then be able to use much more memory than scripts can currently use
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[8:37] | Babbage Linden: | without having to break the script up in to tiny parts
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[8:37] | Sheet Spotter: | If the attachment limit is per avatar (i.e., not sim-specific), then high numbers of avatars could impact a sim.
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[8:37] | Imaze Rhiano: | if mono's initial memory is going to be 64k then many script are going to stay in orginal LSL. At least those small one.
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[8:38] | Babbage Linden: | until we allow Mono scripts to request less, yes
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[8:39] | Nock Forager: | perhaps region owner should maintain that's limit maybe? Sheet.
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[8:39] | Sheet Spotter: | Or some combination. The region owner could adjust the limit?
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[8:39] | WolfPup Lowenhar: | but how can we determine whis would be better for a certin type of script?
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[8:39] | WolfPup Lowenhar: | as builders
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[8:39] | Babbage Linden: | we haven't talked about region owner adjustments yet
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[8:40] | Babbage Linden: | i know there are prim bonus settings for prims
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[8:40] | Imaze Rhiano: | wolfpup... initially for simple script LSL would be better - until Mono can request less memory
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[8:40] | Sheet Spotter: | The region owner can adjust the max number of AVs.
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[8:40] | Sheet Spotter: | That might be a crude proxy for limit the number of AV scripts.
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[8:41] | WolfPup Lowenhar: | that is true sheet
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[8:41] | flopsie McArdle: | hi everyone
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[8:41] | Babbage Linden: | open spaces will likely have script limits first
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[8:42] | WolfPup Lowenhar: | and then the regio owner when he parcels the the regein he could set how many AV's on a particular parcel
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[8:42] | Myla Moody: | if the resource limits would initially consider all mono scripts to consume the full 64k memory, my concern is how it would affect multi-use avatar attachments which may contain 30-40 scripts. would these be an issue?
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[8:42] | Myla Moody: | assuming those 30-40 scripts compile and work fine as non-mono, within the old 16k memory limits
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[8:43] | WolfPup Lowenhar: | mayla babbage said that region and av pools are seperate
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[8:43] | Myla Moody: | yes, i heard :)
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[8:43] | Sheet Spotter: | In a heavily populated sim I would be concerned about the impact an AV with 30+ scripts in their attachments has on those around them.
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[8:43] | Imaze Rhiano: | Myla... that would likely mean that only option would be use classic LSL until Mono can decide it's memory usage
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[8:43] | Obi Woebegone: | is there a protocol for questions here?
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[8:44] | Babbage Linden: | obi, yes, ask them :-)
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[8:44] | Babbage Linden tries to keep up
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[8:44] | Juls Rosca grins
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[8:44] | WolfPup Lowenhar: | so their might be a limit of how many script would be availabe for say tinting windows and such in the region but the av's would have a different limit
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[8:44] | Obi Woebegone: | I have an issue with physics here... I was hoping to apply forces from several places on a linked object (from child prims) but the results i'm getting are pretty unpredictable
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[8:44] | Babbage Linden: | sheet, an av with 30-40 scripts on them wouldn't have an effect unless everyone had that many scripts and the region itself had many scripts
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[8:45] | Arawn Spitteler asks, and might be heard: AD Scripting is something I'd think of, but would placing the scripting load where it belongs cost too much on the communications channels.
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[8:45] | Babbage Linden: | only when the combined script memory usage makes the sim swap does it become an issue
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[8:45] | Babbage Linden: | our next job is to work out good settings for the limits
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[8:45] | Sheet Spotter <-- works and plays on heavily scripted sims with multiple heavily scripted AVs. :-)
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[8:45] | Obi Woebegone: | It seems that only one force and one torque is considered for the entire object - but there is clearly room in the havok engine for forces to be applied locally from all around the object...
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[8:46] | WolfPup Lowenhar: | < work the same place sheet dose :)
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[8:46] | Nock Forager: | People may say "more!" if you choose any limit size :)
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[8:46] | Obi Woebegone: | one could work around this if it was possible to apply a torque to an arbitrary point but I don't see a way to do that... does this make sense?
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[8:46] | Babbage Linden: | nock, yes people will say more
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[8:47] | Babbage Linden: | we're going from "unlimited" to "some limit"
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[8:47] | Babbage Linden: | but we're doing it to avoid the tragedy of the commons
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[8:47] | Babbage Linden: | currently, in some places, everyone over uses the simulators resources
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[8:47] | Babbage Linden: | and so everyone suffers
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[8:48] | Babbage Linden: | but there is also an upside
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[8:48] | Babbage Linden: | we're going from arbitrary 16KB or 64KB limits per script
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[8:48] | Imaze Rhiano: | so it is decided that limit comes? it is not anymore just talk?
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[8:48] | Babbage Linden: | to script sizes only limited by the resources available in the parcel
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[8:48] | Babbage Linden: | or avatar pool
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[8:48] | Babbage Linden: | imaze, no this is still being discussed
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[8:48] | Babbage Linden: | no final decisions have been made
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[8:48] | Babbage Linden: | but it's looking likely
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[8:49] | Chaley May: | if you create limits so people get their fair share of the sims server then you can increase prims :)
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[8:49] | Myla Moody: | purely curiosity question, has anyone toyed with a timeline for beta deployment yet? :)
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[8:49] | WolfPup Lowenhar: | well having the limits is understandable
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[8:49] | Babbage Linden: | chaley, we could move to some super complicated over-engineered solution which allows people to trade of prims vs scripts vs foo
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[8:50] | Babbage Linden: | but i'd really like to come up with something simple that works :-)
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[8:50] | WolfPup Lowenhar: | i used to live on a soiim that has a club and a couple of stores and some time the lag there was awful
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[8:50] | Babbage Linden: | ok, i need to go to another meeting in 10 minutes
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[8:50] | Babbage Linden: | and i need a bio break first
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[8:50] | Babbage Linden: | so, we need to wrap up in a minute
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[8:50] | Arawn Spitteler: | If scripts are alocated by Parcel, not every parcel is going to be used, so there'd be left over resources, and sim owners could allocate multipliers.
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[8:50] | Babbage Linden: | arawn, yes
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[8:51] | Imaze Rhiano: | I hope that you will find to set Mono's memory usage to lower - 64K vs 16K will kill mono until it is fixed.
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[8:51] | Babbage Linden: | we haven't talked much about that yet, but will do
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[8:51] | Babbage Linden: | so, before i go
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[8:51] | Babbage Linden: | i'd like to give you all a set of new carbon goggles
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[8:51] | Babbage Linden: | i fixed a load of bugs last night
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[8:51] | Babbage Linden: | so now it's much more usable
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[8:52] | WolfPup Lowenhar: | kewl
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[8:52] | Babbage Linden: | and it's open source so you have have a look and play with it
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[8:52] | Babbage Linden: | to come up with lots of interesting augmented virtual reality applications in SL
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[8:52] | Babbage Linden: | there you go
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[8:53] | Babbage Linden: | it's set for sale for 0L$
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[8:53] | Myla Moody: | thank you :)
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[8:53] | Babbage Linden: | there's also a Carbon Goggles group you can join if you'd like updates
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[8:53] | WolfPup Lowenhar: | thx
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[8:53] | Sheet Spotter: | Thank you for this time, Babbage. Always interesting to see how the gears are turning within LL. :-)
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[8:53] | flopsie McArdle: | thanks babbage
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[8:53] | Babbage Linden: | let me know if you build anything interesting with it :-)
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[8:54] | Imaze Rhiano: | thanks Babbage
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[8:54] | Chaley May: | thanx
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[8:54] | Babbage Linden: | and I'll be looking at http://carbongoggles.org to see if you annotate any objects
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[8:54] | Chaley May: | still not sure what it is i have to read it
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[8:54] | Chaley May: | i thought my avatar would be wearing goggles
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[8:54] | Babbage Linden: | there's more information here: http://jimpurbrick.com/2008/07/01/collaborative-user-generated-ambient-augmented-virtual-reality-visualisation-size-denmark/
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[8:55] | Babbage Linden: | ok, now i need to go
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[8:55] | Babbage Linden: | thanks for coming everyone
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[8:55] | Chaley May: | bye
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[8:55] | Myla Moody: | have a great day :)
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[8:55] | White Platini waves
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[8:55] | Nock Forager: | Thanks for the meeting Babbage
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[8:55] | flopsie McArdle: | bye babbage
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[8:55] | Juls Rosca waves
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[8:56] | Babbage Linden: | bye! |