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Key: MISC-884
Type: New Feature New Feature
Status: Closed Closed
Resolution: Won't Finish
Priority: Normal Normal
Assignee: Unassigned
Reporter: Jessie Azure
Votes: 2
Watchers: 3
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4. Second Life Misc Issues - MISC

New Beacon Request: Show Temporary Objects

Created: 13/Jan/08 04:31 AM   Updated: 27/Mar/08 01:59 AM
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Component/s: Miscellaneous
Affects Version/s: None
Fix Version/s: None

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 Description  « Hide
While some of the current standard debugging tools and Estate Manager options we have available are helpful, they all lack the ability to find an object with the "Temporary" parameter set.

Using http://jira.secondlife.com/browse/SVC-1166 as backup, the reason for my suggestion is quite simple - temporary prims are counted in the regions 15,000 total. Objects such as bullets aren't the primary concern though, as they are normally killed without any hassle. The main issue a lot of Estate Managers may be finding is their residents unfairly using the regions object count with temp-rezzers.

A parcel has an assigned prim allocation, based on 'land size in m2' x 'region bonus multiplier', and this total should be binding. However, one of the most annoying issues to deal with is hearing a resident in a region tell you they have been experiencing horrible "lag" over the past few days, and are now getting a blue dialogue error message: "Cannot create object - Server full". I'm not siding either way with the TOS argument, nor am I condemning or encouraging the use of temp-rezzers (or other "free prim" devices), but when your Covenant states that they are disallowed, there should be an easy way to identify them.

To put it into perspective, I'll give an example: A region has a 'limit' of 15,000 prims. Splitting a region up into 15 equal parts should allocate approx 1,000 prims per parcel. The residents of 10 parcels choose to place 1,000 objects each on their own parcel, and 4 parcels remain unsold with no objects. This gives the region a total usage of approx 10,000 objects so far.

The owner of the last region decides they are not happy with the 1,000 prim limit, and finds an effective - though not ideal - workaround. Using a temp-rezzer for the 500 prim house, another for their 1,000 prim boat, their 300 prim helicopter, 2 cars at 600 prims a piece, plus normal non-temporary furniture and fittings of 700 prims. They now have taken 3,700 of the regions total count. Should the last 4 parcels be sold, the region now has 300-ish free prims to spare for all 4 - even though all 4 are promised with 1,000. But this is only half of the issue.

Most temp-rezzers actually rez a new copy of an object at a set interval. As most temporary objects have a life of about 60 seconds, many temp-rez scripts are set to rez the object every 45-55 seconds, to ensure that there is no noticeable flicker or empty space when the old object dies, and the new one takes its place. Depending on the size, complexity of linked prims, textures, scripts etc of the cyclic rezzed object is directly related to how poor the region responds at the exact moment it's dying and rezzing again. Script, Images, Sim Time (physics) and Total Frame Time are the worst Times to be affected, spiking to unreasonably high figures. This, in turn, draws the Sim FPS and Physics FPS of the region down, bringing with it too, the Time Dilation. Regions become very slow, very fast during these times; you can't move, can't fly, can't build, chat is delayed, region crossings or teleports have reduced success. Sure, it only lasts a few seconds.. but a few seconds every 45-60 seconds.

The current method I personally use to find temp-rezzers on our land, is enabling "Show Updates", and hoping to catch a cluster of green. Not a reliable method, and not very time efficient, I know. Estate Managers tools may show the script if you're lucky, but as residents are getting smarter, they push the boundaries more.. and start calling the rez script something anonymous like "Sit pose 1" or "John's script" to avoid detection.

Perhaps the usefulness of having it as an actual "Beacon" in the View drop down menu goes - it may not be too popular. But at least adding the option into the Estate Managers Tools menu, I predict, would be a very welcome inclusion to many Estate and Private Island owners.

(PS: Apologies on the long post.)



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Inigo Catteneo added a comment - 30/Jan/08 07:17 PM
I started posting in another thread related to temp-rezzers. Perhaps better to continue here.

I believe temp rezzers should not be allowed as long as there isn't a better distribution of a sim's resources among the land owners. The prim system does not cover all resources available on a server. It is thus possible that responsible landowners who do care about the sim on which they are as a whole and its performance (because it affects them too) experience poor sim performance nevertheless because another landowner is using up loads of general server resources (ie, via scripts).

Then there's also the not unimportant issue of growth of SL. If I can get prims for free, then why would I maintain those extra plots I bought solely for the prims? I'd get rid of them, get myself some temp-rezzers and pay (far less) tier money! Linden would get less revenue, would have to save on infrastructure, put more sims on each server with all the extra inconvenients for all SL users.

Linden has a good and simple to understand set of rules regarding the usage of server-resources. Allowing the usage of temp-rezzers, and thus the usage of server resources for free, for whatever reason, would directly undermine SL itself. I perfectly understand that there are many other things which equally affect server resources (ie, scripts) and which at present can make a whole sim laggy just because a few individuals are overusing these resources via scripts, etc. But that is exactly the point: we should first find a way to distribute all server resources, in all its forms (prims, scripts) more equally among landowners BEFORE allowing yet another tool which uses those same general server resources at no additional cost.

And if that would mean "going down the slippery slope" of categorizing what stuff uses more sim resources then others, of eventually prohibitting temp-rezzers for certain uses while allowing them for others, fine with me.

I sense a "we'll worry about that later" posture at Linden regarding this issue. They shouldn't because it directly undermines SL itself. People would en mass either move to private servers (where temp-rezzers are often prohibitted and for a good reason!) or stop owing land in SL alltogether. I do not believe Linden Labs wants to move in that direction.


Harleen Gretzky added a comment - 30/Jan/08 07:45 PM
Except temporary prims do not count towards the 15000 allocated region prims. SVC-1166 is to fix the ERRONEOUS counting of temporary prims, once fixed they will no longer count against the region's prim allotment.

Inigo Catteneo added a comment - 06/Feb/08 05:28 AM
Harleen,

While SVC-1166 will eventually take care of the error of temp-prims being counted within a region's 15,000 allocated prims, it still leaves the general issue of temp-rezzers using up general server resources for free.