
| Key: |
SVC-472
|
| Type: |
Bug
|
| Status: |
Open
|
| Priority: |
Critical
|
| Assignee: |
Unassigned
|
| Reporter: |
Bri Hasp
|
| Votes: |
533
|
| Watchers: |
66
|
|
If you were logged in you would be able to see more operations.
|
|
|
| Linden Lab Issue ID: |
DEV-27841
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best REPRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
Cannot stop flying (even with flight assist scripts off)
Cannot Stop Flying and go into access denied parcel on occasions throws avatar several meters
Walking into ground
Avatar will end up under the ground unable to move will need to relog
Avatar will travel for a few seconds then snap back to the sim boarder where you first came in
Vehicle becomes non-physical
Avatar relative positions reverted (any set_pos changes are lost)
I am confident there will be additional constructive comments from the community.
Server 1.27 has made this problom 1000% worse.
|
|
Description
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best REPRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
Cannot stop flying (even with flight assist scripts off)
Cannot Stop Flying and go into access denied parcel on occasions throws avatar several meters
Walking into ground
Avatar will end up under the ground unable to move will need to relog
Avatar will travel for a few seconds then snap back to the sim boarder where you first came in
Vehicle becomes non-physical
Avatar relative positions reverted (any set_pos changes are lost)
I am confident there will be additional constructive comments from the community.
Server 1.27 has made this problom 1000% worse. |
Show » |
made changes - 27/Jul/07 12:13 PM
| Field |
Original Value |
New Value |
|
Description
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best RETRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
I am confident there will be additional constructive comments from the community.
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best REPRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
I am confident there will be additional constructive comments from the community.
|
made changes - 29/Jul/07 04:27 PM
|
Link
|
|
This issue Relates to MISC-506
[ MISC-506
]
|
made changes - 01/Aug/07 12:56 PM
|
Link
|
|
This issue Relates to VWR-374
[ VWR-374
]
|
made changes - 06/Aug/07 10:39 AM
|
Summary
|
Sim crossing while sailing
|
Region crossings are occasionally slow
|
|
Linden Lab Issue ID
|
|
SL-28444
|
made changes - 20/Aug/07 09:49 AM
|
Comment
|
[
-=-=-=-=-=-=-=-=-
@Jacqueline: Understood -- so that's why I'm going to debunk inaccuracies right now!
Behind-the-scenes, there are many, *many* projects in our internal Issue Tracker which aren't shown on the public one, which focus on performance & stability aka "FIX THE GRID". I know more needs to be said about them, and we can sure do a better job of communication -- so responding to his, stay tuned for Iridium Linden's message about this in the next Second Opinion newsletter, I am sure all of you interested on what progress we are making on that front won't want to miss it.
One of HetGrid + Message Liberation's (which you may have read on the blog) benefits is that it enables to test new releases with bug fixes (because sometimes there are side effects) on smaller sets of regions, as opposed to the whole Grid. If things go well, then we can scale outwards. We also intend it to mitigate the historical difficulties associated with "I HATE WEDNESDAYS!" downtime, since generally speaking, the whole Grid won't have to be taken offline for server-side upgrades, but it can be done more piecemeal.
We also plan to do upcoming blog posts sharing more about progress on serious issues like inventory loss (which is a priority for many). Again, to EMPHASIZE, there's a lot of work that happens within Linden Lab that we don't trumpet enough, and I'd love to see that continue to change, so for your benefit, you both are aware and can see the effects it has. (IMHO, we need more Lindens to write about what we're doing... otherwise how do you even know, right?)
Also please feel free to check many of my own comments on the Issue Tracker; as someone who spends a lot of time inworld, I empirically feel the brunt of a lot of these pains, so count me in.
ALSO, WindLight itself is a project which includes many bug fixes, such as rendering optimizations to increase viewer performance & stability. That's part of the whole point, after all -- it doesn't make any sense whatsoever for this to be an "OR" situation when infact, it's more holistic. As an "AND" context, this carries a priority on addressing longtime problems with our rendering engine that've sucked, and contributed to viewer-side lag.
Here are some examples of WindLight cleanup, more of which will be shared in our release notes:
* Faster, more reliable occlusion culling - occluded regions are discovered instantaneously, so no more random bad frames due to moving the camera too quickly.
* No geometry transform overhead on region crossing - results in region crossings being slightly smoother
* Faster frustum culling - less time spent determining what's visible, thus better overall framerate
* No copy-to-texture for ripple water - objects under water are rendered to texture at half resolution, resulting in better overall framerate
* Faster sky updates - the non-WindLight (aka no-shader) skies update quicker
Note the bit about "region crossings", which relates to this issue too. It isn't a *big* difference, but it is incremental progress we must continue to make. (Also keeping in mind that with beautiful atmospheres, people want smooth vehicle performance -- again, they are connected.)
I'll continue to advocate that more Lindens should share what work they're up to, and in the cases where they're too busy actually doing that work, I'll make time to share what I know about it. I wholeheartedly agree that we need to keep driving forward and improving performance & stability (which I sometimes abbreviate as "P&S"), and to that effect, remember we have around 70%, almost 3/4ths, of our devs involved on issues that directly contribute to those efforts, across a broad range of projects.
-=-=-=-=-=-=-=-=-
]
|
|
made changes - 20/Aug/07 09:52 AM
|
Comment
|
[
-=-=-=-=-=-=-=-=-
@Jacqueline: Understood -- so that's why I'm going to debunk inaccuracies right now!
Behind-the-scenes, there are many, *many* projects in our internal Issue Tracker which aren't shown on the public one, which focus on performance & stability aka "FIX THE GRID". I know more needs to be said about them, and we can sure do a better job of communication -- so responding to his, stay tuned for Iridium Linden's message about this in the next Second Opinion newsletter, I am sure all of you interested on what progress we are making on that front won't want to miss it.
One of HetGrid + Message Liberation's (which you may have read on the blog) benefits is that it enables to test new releases with bug fixes (because sometimes there are side effects) on smaller sets of regions, as opposed to the whole Grid. If things go well, then we can scale outwards. We also intend it to mitigate the historical difficulties associated with "I HATE WEDNESDAYS!" downtime, since generally speaking, the whole Grid won't have to be taken offline for server-side upgrades, but it can be done more piecemeal.
We also plan to do upcoming blog posts sharing more about progress on serious issues like inventory loss (which is a priority for many). Again, to EMPHASIZE, there's a lot of work that happens within Linden Lab that we don't trumpet enough, and I'd love to see that continue to change, so for your benefit, you both are aware and can see the effects it has. (IMHO, we need more Lindens to write about what we're doing... otherwise how do you even know, right?)
Also please feel free to check many of my own comments on the Issue Tracker; as someone who spends a lot of time inworld, I empirically feel the brunt of a lot of these pains, so count me in.
ALSO, WindLight itself is a project which includes many bug fixes, such as rendering optimizations to increase viewer performance & stability. That's part of the whole point, after all -- it doesn't make any sense whatsoever for this to be an "OR" situation when infact, it's more holistic. As an "AND" context, this carries a priority on addressing longtime problems with our rendering engine that've sucked, and contributed to viewer-side lag.
Here are some examples of WindLight cleanup, more of which will be shared in our release notes:
* Faster, more reliable occlusion culling - occluded regions are discovered instantaneously, so no more random bad frames due to moving the camera too quickly.
* No geometry transform overhead on region crossing - results in region crossings being slightly smoother
* Faster frustum culling - less time spent determining what's visible, thus better overall framerate
* No copy-to-texture for ripple water - objects under water are rendered to texture at half resolution, resulting in better overall framerate
* Faster sky updates - the non-WindLight (aka no-shader) skies update quicker
Note the bit about "region crossings", which relates to this issue too. It isn't a *big* difference, but it is incremental progress we must continue to make. (Also keeping in mind that with beautiful atmospheres, people want smooth vehicle performance -- again, they are connected.)
I'll continue to advocate that more Lindens should share what work they're up to, and in the cases where they're too busy actually doing that work, I'll make time to share what I know about it. I wholeheartedly agree that we need to keep driving forward and improving performance & stability (which I sometimes abbreviate as "P&S"), and to that effect, remember we have around 70%, almost 3/4ths, of our devs involved on issues that directly contribute to those efforts, across a broad range of projects.
We don't need false dichotomies -- what we need is better followup, and I'm all too happy to share your actionable concerns with other Lindens, because we -- and I certainly can say this personally -- want your experience to be a happy one.
-=-=-=-=-=-=-=-=-
]
|
|
made changes - 01/Oct/07 09:53 AM
|
Affects Version/s
|
|
1.18.3
[ 10150
]
|
|
Environment
|
XP-SP2-Athlon X2 Dual -2 + Gb RAM -nVidia 7950 GX2 -10Mbps wired cable
|
Hardware Neutral - affects XP, Vista, OSX, and Linux
|
made changes - 01/Oct/07 09:58 AM
|
Description
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best REPRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
I am confident there will be additional constructive comments from the community.
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best REPRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
Cannot stop flying (even with flight assist scripts off)
Cannot Stop Flying and go into access denied parcel on occasions throws avatar several meters
Walking into ground
I am confident there will be additional constructive comments from the community.
|
made changes - 01/Oct/07 09:58 AM
|
Link
|
|
This issue is related to by VWR-1630
[ VWR-1630
]
|
made changes - 01/Nov/07 03:33 AM
|
Link
|
|
This issue is related to by VWR-864
[ VWR-864
]
|
made changes - 01/Nov/07 03:36 AM
|
Link
|
|
This issue is related to by SVC-280
[ SVC-280
]
|
made changes - 22/Dec/07 01:04 AM
|
Workflow
|
jira
[ 14157
]
|
jira-2007-12-21
[ 20762
]
|
made changes - 22/Dec/07 01:26 AM
|
Workflow
|
jira
[ 20762
]
|
jira-2007-12-21
[ 22075
]
|
made changes - 23/Dec/07 12:14 AM
|
Workflow
|
jira-2007-12-21
[ 22075
]
|
jira-2007-12-22a
[ 48296
]
|
made changes - 23/Dec/07 12:33 AM
|
Workflow
|
jira-2007-12-21
[ 48296
]
|
jira-2007-12-22a
[ 49296
]
|
made changes - 30/Jan/08 03:14 PM
|
Link
|
|
This issue is related to by VWR-4262
[ VWR-4262
]
|
made changes - 04/Mar/08 04:36 AM
|
Attachment
|
|
SecondLife.old
[ 15199
]
|
|
Attachment
|
|
SecondLife.log
[ 15198
]
|
|
Attachment
|
|
stats.log
[ 15200
]
|
|
Affects Version/s
|
|
1.19.0 Server
[ 10250
]
|
|
Priority
|
Major
[ 3
]
|
Critical
[ 2
]
|
made changes - 20/Apr/08 11:47 AM
|
Link
|
|
This issue is related to by MISC-1137
[ MISC-1137
]
|
made changes - 08/Jun/08 07:11 AM
|
Summary
|
Region crossings are occasionally slow
|
Region Crossings Fail
|
|
Affects Version/s
|
|
1.22.2 Server
[ 10330
]
|
made changes - 08/Jun/08 07:23 AM
|
Link
|
|
This issue is related to by SVC-2377
[ SVC-2377
]
|
made changes - 18/Aug/08 01:20 PM
|
Link
|
|
This issue is related to by SVC-22
[ SVC-22
]
|
made changes - 05/Sep/08 02:27 PM
|
Priority
|
Critical
[ 2
]
|
Showstopper
[ 1
]
|
made changes - 16/Sep/08 08:33 AM
|
Affects Version/s
|
1.22.2 Server
[ 10330
]
|
|
|
Affects Version/s
|
|
1.24 Server
[ 10351
]
|
made changes - 13/Nov/08 12:02 PM
|
Workflow
|
jira-2007-12-22a
[ 49296
]
|
jira-2008-11-14
[ 80226
]
|
made changes - 13/Nov/08 04:27 PM
|
Workflow
|
jira-2008-11-14
[ 80226
]
|
jira-2008-11-14a
[ 86128
]
|
made changes - 13/Nov/08 04:40 PM
|
Workflow
|
jira-2008-11-14
[ 86128
]
|
jira-2008-11-14a
[ 90007
]
|
made changes - 13/Nov/08 04:48 PM
|
Workflow
|
jira-2008-11-14
[ 90007
]
|
jira-2008-11-14a
[ 92712
]
|
made changes - 01/Dec/08 09:17 AM
|
Link
|
|
This issue is related to by VWR-10788
[ VWR-10788
]
|
made changes - 01/Dec/08 09:21 AM
|
Link
|
|
This issue is related to by VWR-10797
[ VWR-10797
]
|
made changes - 17/Dec/08 08:37 PM
|
Priority
|
Showstopper
[ 1
]
|
Critical
[ 2
]
|
made changes - 11/Jan/09 11:58 AM
|
Link
|
|
This issue is related to by VWR-11337
[ VWR-11337
]
|
made changes - 26/Jan/09 12:09 PM
|
Link
|
|
This issue is related to by VWR-11744
[ VWR-11744
]
|
made changes - 27/Jan/09 02:35 AM
|
Link
|
|
This issue is related to by VWR-11755
[ VWR-11755
]
|
made changes - 27/Jan/09 07:30 AM
|
Link
|
|
This issue is related to by SVC-1667
[ SVC-1667
]
|
made changes - 29/Jan/09 01:10 PM
|
Link
|
This issue is related to by VWR-11755
[ VWR-11755
]
|
|
made changes - 29/Jan/09 01:11 PM
|
Link
|
|
This issue is original of duplicate VWR-11755
[ VWR-11755
]
|
made changes - 06/Mar/09 08:21 PM
|
Link
|
|
This issue is related to by VWR-12307
[ VWR-12307
]
|
made changes - 03/Apr/09 11:45 AM
|
Link
|
|
This issue is original of duplicate MISC-2591
[ MISC-2591
]
|
made changes - 04/Apr/09 07:19 PM
|
Affects Version/s
|
|
1.25 Server
[ 10380
]
|
made changes - 04/Apr/09 07:19 PM
|
Link
|
|
This issue is original of duplicate VWR-12703
[ VWR-12703
]
|
made changes - 05/Apr/09 01:02 PM
|
Link
|
|
This issue is original of duplicate SVC-4076
[ SVC-4076
]
|
made changes - 07/Jul/09 06:14 PM
|
Affects Version/s
|
|
1.26 Server
[ 10420
]
|
made changes - 11/Jul/09 04:01 PM
|
Link
|
|
This issue is original of duplicate SVC-4525
[ SVC-4525
]
|
made changes - 11/Jul/09 06:00 PM
|
Link
|
This issue is original of duplicate SVC-4525
[ SVC-4525
]
|
|
made changes - 21/Jul/09 01:14 AM
|
Environment
|
Hardware Neutral - affects XP, Vista, OSX, and Linux
|
Hardware Neutral - affects XP, Vista, OSX, and Linux
Second Life version: Any
|
|
Affects Version/s
|
|
1.27 Server
[ 10460
]
|
|
Description
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best REPRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
Cannot stop flying (even with flight assist scripts off)
Cannot Stop Flying and go into access denied parcel on occasions throws avatar several meters
Walking into ground
I am confident there will be additional constructive comments from the community.
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best REPRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
Cannot stop flying (even with flight assist scripts off)
Cannot Stop Flying and go into access denied parcel on occasions throws avatar several meters
Walking into ground
Avatar will end up under the ground unable to move will need to relog
Avatar will travel for a few seconds then snap back to the sim boarder where you first came in
I am confident there will be additional constructive comments from the community.
Server 1.27 has made this problom 1000% worse.
|
made changes - 24/Jul/09 05:32 AM
|
Component/s
|
|
Performance
[ 10037
]
|
made changes - 24/Jul/09 05:32 AM
|
Link
|
|
This issue is original of duplicate VWR-14833
[ VWR-14833
]
|
made changes - 24/Jul/09 09:19 AM
|
Description
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best REPRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
Cannot stop flying (even with flight assist scripts off)
Cannot Stop Flying and go into access denied parcel on occasions throws avatar several meters
Walking into ground
Avatar will end up under the ground unable to move will need to relog
Avatar will travel for a few seconds then snap back to the sim boarder where you first came in
I am confident there will be additional constructive comments from the community.
Server 1.27 has made this problom 1000% worse.
|
Unfortunately, sailing sim crossing are getting worse as the calendar rolls on. This JIRA may belong with the sim family with sailing being susceptible to packet loss, network latency, sim time dilations and other classes of lag.
The best REPRO is to just load any 1.18 Viewer, get a sailboat or ride and cross sims. Your tools will certainly show what's happening.
What you will experience is a mix of the evils listed, varying from 500ms to 20000ms in duration with an occasional full crash. The frequency and duration are location related, void sims with many boats being the worst scenario.
=Evils List=
Loss of LSL control, direction and commands.
HUD's detach or lose data.
Avatar's lose attachments
Boat sinks
Boat flys
Boat goes off world
Avatar loses riders
Cannot stop flying (even with flight assist scripts off)
Cannot Stop Flying and go into access denied parcel on occasions throws avatar several meters
Walking into ground
Avatar will end up under the ground unable to move will need to relog
Avatar will travel for a few seconds then snap back to the sim boarder where you first came in
Vehicle becomes non-physical
Avatar relative positions reverted (any set_pos changes are lost)
I am confident there will be additional constructive comments from the community.
Server 1.27 has made this problom 1000% worse.
|
made changes - 27/Jul/09 11:08 AM
|
Link
|
|
This issue is original of duplicate VWR-14880
[ VWR-14880
]
|
made changes - 29/Jul/09 01:09 PM
|
Linden Lab Issue ID
|
SL-28444
|
DEV-27841
|
made changes - 27/Aug/09 03:27 PM
|
Link
|
|
This issue Relates to SVC-3895
[ SVC-3895
]
|
made changes - 12/Sep/09 11:27 AM
|
Link
|
|
This issue is original of duplicate VWR-15463
[ VWR-15463
]
|
|