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These don't seem to show up in the sim stats, BTW.. I just watched my home do this several times for a solid 10 seconds each and when it came back, the sim FPS stat just showed a small dip in performance.
Sometimes we have events which start at a certain time and when everyone is porting in, the sim is pretty much stopped until all guests have finished porting.
I have a HUD that displays both region time dilation and the number of people in the region. Sometimes the time dilation will jump from near zero to around 80%, then right after that, the number of people in the sim goes up...so yeah, this shows up in the sim stats.
Time dilation is something you want to be close to 1.0 - that's as happy as a sim can get.
I guess my point was that if you're trying to measure anything other than how the sim is performing "right now", these numbers will not tell you. Like, if the sim is crusing along at 45 fps then totally locked up for 30 seconds then snapped back to being happy, what would you expect the next 10 sim fps values to be? They wouldn't (and probably shouldn't) reflect that the sim went away for a while - they would tell you that the sim is perfectly happy. If you have a scripted object or bot that is watching performance for you and it only relies on the raw "right now" readings, it's probably giving you numbers that are not very accurate. Try recompiling your attachments as LSL. See if that makes a difference. See SVC-3895.
Great. I'll just tell everybody who comes into my 25k traffic club to recompile all their attachments so they don't cause everybody else there to lock up. Thanks. I'll get right on that.
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This problem here isn't a drop in performance. It's not like the sim fps dips for a bit - it's more like everything stops. You can be watching the sim fps sit at 45 and if the problem happens, the sim fps will still be reading 45. If you look close, you'll notice that it's none of the sim stats are being updated and that's just the last value it displayed.