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Thanks Gellan. That is helpful information. At the time of the reading:
It's too bad we don't have more accurate sim measurement tools (such as a consistent and comprehensive script listing) and it's too bad that every user doesn't have the ability to check his own devices and scripts for lag issues. Perhaps if we had such tools, the grid would run better. Thanks for your response. I'd love to see these things addressed by LL so that we have more consistent and useful reporting tools. To add something to this:
I ran some tests this evening, checking out known script times on known items. Vending devices that before never ran above .009 or .01 are now running at .018 and .023. Pardon me, but script times on objects do not change unless those objects change... and those objects have not changed. Our sim has gone from a nice, fast, pleasant 10.5 TFT to 19+... and data is not consistent with past findings. There is something going on server side. I have been watching over our sims since we installed them last June and until the last couple of weeks they never exceeded 10.5 TFT in operation. I know what several scripted items WERE running at, and what they're NOW running at... and I'm not pleased. I don't know what's been going on behind the scenes there at LL, but I do know that a vending device running at .009 is not going to start running at .022 for no discernable reason. There are several items on our sim with which I am well acquainted as far as performance stats (such as Fred, our Sandbox mascot). I know these items from week after week of testing sim operation speeds. And those items are all taking significantly more ms than they were 2-3 weeks ago. So what's going on folks? Several notes from my experience as a sim co-owner:
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Some things to bear in mind that might help to explain the discrepancy: