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rsd58 Congrejo added a comment - 28/Jun/07 04:50 PM
this shows the lag happened at money island
DO you mean money island, as in the highest traffic place in SL.
The place with more people and more lag than just about anywhere. Of course you're going to get lag in a place like that Is this only happening at that place?
warkrby magojiro and celierra darling - yes that island but didn't happen before rolling restart - i had no lag on money island before this rolling restarts
BTW: yesterday i got message from tray - officer of money island stated they had problem right after rolling restarts i had watched people in quiet area in somewhere - it has no lag - i think the busy areas should be fixed because it should be not happened this screen shot shows the scripts in objects is affected for example a camping one which has two same names on it and some is missing name but left with $L
this shows a after effects of rolling restart on Thursday The problem is simply that Money Island is pitifully overloaded. It has over 3000 active scripts running and 96 avatars present right now. It's likely that the lag you're seeing has nothing to do with the rolling restart and is simply caused by the fact that the owners of money island are hugely overloading the sim.
I have noticed this in all sims, after approxiamately 20 avatars are on the sim FPS and TD start yoyoing and lag is terrible started after Thursday's rolling updates. In fact I was in a sim where they restarted the sim do to the lag, so everyone flew to the neighboring sim to await the restart, that sim started doing the same thing once about 20 avatars where on it.
I too can confirm this problem started with the rolling update mentioend above.
What I am seeing appears to be a large increase in packet loss, at least from the behavior, however packet loss is being reported at 0.0% by my client. I am seeing things not working that I have never seen before, such as particle emitters simply not emitting particles. Like one in 20 emitters will just not emit anything when TPing into a sim. TPing out and back and that emitter is working again. Another big one is dance balls. Get 5 or more people on one and atl east 2 people will always not be dancing, but as the dances change, the 1-2 people not dancing randomly changes as if info packes on who is dancing are lost. Ruthing is also a lot more prevelent since the update. And at the same time everyone else sees the same thing but randomly different people not dancing. It really appears that there is some large new packet loss ocurring that is somehow NOT being detected by the normal client mechanisms. Linked it to issue
How is this essentially different from
its is duplicate - same problem i am aware
closed because it is duplicate - because the current issue https://jira.secondlife.com/browse/SVC-385
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