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Krell Karu



Joined: 18 Jul 2008
Posts: 45

PostPosted: Mon Sep 01, 2008 4:50 pm    Post subject: Reply with quote

Silas Scarborough wrote:
Combine visitor script lag with the personal radars that many people attach and you've probably got a scanner kicking off every five or six seconds.


Yeah, but is that really a consideration? No, really - I'm asking.

It would seem to me that, with all the *real* computation the sim needs to perform, the operation of calculating vector distances from each av to a central point would be an insignificant burden. No matter how often it was performed.

And as you point out, plenty of avs are already gonna be wearing radars, anyhoo.

Disclaimer: I know zero about the sim architecture, and .00069 about LSL - so far.
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Silas Scarborough



Joined: 04 Sep 2007
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PostPosted: Mon Sep 01, 2008 8:27 pm    Post subject: Reply with quote

Krell, sims don't lag, typically.  It's the people in them who cause it and the radars are part of it.  Keep in mind that the scanner doesn't just look for avatars, it looks for every object, living or dead, in the sim.  The script may only present a list of avatars but it's got to look at everything to prepare that list.  These types of iterative functions are the highest-overhead things you can do to a sim.

My sim will support about sixty people.  If half of them are wearing radars then and all are scheduled at one-minute then at least one radar will be kicking off every two seconds.  Since personal radars almost always fire off faster than that, it's probably safe to say, with a full house, that they are scanning almost continuously.  So, yeah, you bet they cause lag.
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RayW



Joined: 05 Sep 2007
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Location: Twin Cities, MN

PostPosted: Tue Sep 02, 2008 3:20 pm    Post subject: Reply with quote

Not to mention that there are sims/parcels that have their "run scripts" turned off.
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Silas Scarborough



Joined: 04 Sep 2007
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PostPosted: Tue Sep 02, 2008 4:02 pm    Post subject: Reply with quote

Yep, roll in Animation Overrides and scripted clothes and the SL population is one rolling lag-maker.
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Silas Scarborough
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ticious



Joined: 03 Sep 2007
Posts: 2600
Location: Chicago

PostPosted: Tue Sep 02, 2008 4:10 pm    Post subject: Reply with quote

Yeah, but that's just the way SL is.  You know, the biggest lag makers on my sim are the dance ball sets.  Even when no one's using them.  But I don't see how I can run music venues without dance ball sets.

In real life, we have cars making exhaust, we have people crowding the places we shop, there are plenty of parallels.  I'm not gonna park my car or stop going to the mall in real life and I'm not going to stop running scripts in SL.
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Silas Scarborough



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PostPosted: Tue Sep 02, 2008 8:55 pm    Post subject: Reply with quote

I stopped going to the mall.  It doesn't hurt a bit!
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Silas Scarborough
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RayW



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PostPosted: Tue Sep 02, 2008 11:49 pm    Post subject: Reply with quote

Ahhh ... but the Mall of America ... now that's a mall  Very Happy
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Gavin Mackay



Joined: 13 Sep 2007
Posts: 119

PostPosted: Wed Sep 03, 2008 4:02 am    Post subject: Reply with quote

I'm driving my Hummer to the mall twice a day now.  I want my carbon footprint to be as big as Al Gore's.
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Tommy CUlt



Joined: 06 Sep 2007
Posts: 199

PostPosted: Wed Sep 03, 2008 8:07 am    Post subject: Reply with quote

Nothin wrong with malls...that is where most of the gigs in SL seem to be now - and I now embrace the lag (and the fact most TP points are a million miles from the stage......and I have to walk through retail displays.....and I get reminded about what special event is going to be happening at the mall).

But....I just think over-anaysling who when where how many blah blah blah really does not tell anyone too much.....get a manager - let them do that stuff. There are so many people in SL willing to help out every aspect of a performers SL, I am posative you will find someone who can be the head counter. If fact, they may even have a tag saying they are your official head counter, and they will probaby have a tip jar too (cept I am sure that adds to the lag lol).

The numbers are certainly important to some of the venues now. I am guessing (with zero data to back up my gut feeling) that many mall owners have realised hosting music is probably a cheaper and more effective way to get a high traffic count than campers. I figure a place with say 20 camp spots...paying say 3 lindens per 10 mins x 24 hours per day - must really be costing a fortune - i would say around 8k per day? If they host a few big crowd pullers, they get a massive boost to traffic - and that is what they need to be listed higher in the search box.

umm...yea.....counting....I just look at the map.....if there are 2 green dots I know there is me plus someone else. If there is only 1 green dot, I know my official head counter has not shown up to the gig to count how many avis are there Razz
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Krell Karu



Joined: 18 Jul 2008
Posts: 45

PostPosted: Mon Sep 08, 2008 8:24 pm    Post subject: Reply with quote

Silas Scarborough wrote:
... it's got to look at everything to prepare that list.  These types of iterative functions are the highest-overhead things you can do to a sim.


Seems to me the sim already needs to perform this function each and every time each avatar takes a step, or otherwise engages in any motion (e/g/ shift weight to the other hip).

All I'm sayin' is that, percentage-wise, it seems that one more scanning script will add very little overhead.

(see above disclaimer)
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