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Tateru Nino pinged me about this. Related: http://www.secondlifeinsider.com/2007/07/02/residents-complaining-of-widespread-performance-drop
I'll ask our devs about this... In addition, search is very slow at times, and so is inventory search. I even experienced a slight resurgence of the old problem where textures couldn't be found from the texture-select dialogue tonight. I am experiencing this in both the standard client and the First Look client.
Scripts and gestures are taking longer to start, and Group IMs are also borked again. I'm continually getting the chat failure message. Man I hate JIRA. adding a comment is unintuitive.
that said, despite all the meat puppets who might come in here with an axe to grind after reading the SecondLife Insider article, I have not noticed a change in sim performance. The problem I have seen is related to the rezzing of objects, which has been fixed. I find it difficult to support that there has been a 50% performance decrease. If there was such a decrease, Second Life would be unusable for many residents who would be up in arms... I don't see that. Granted, I could be a minority but my connection to SL is actually slower than most people's connections. However, the observations of degraded sim performance should not be discounted. All I am saying is that I have not seen it. I would suggest specific sims use their estate management tools and check which scripts are the ones using the most processor time. That would be a great indicator. All sims that I own/manage are within normal limits. The one time Sentience had an issue, it was because someone had placed 150 scripted jellyfish around the sim. It adds up. If it is not that, then this may be a more focused issue. What I have noted is that the asset server hamster needs to be fed and given some aspirin. But that is a known issue. The patch has caused other complications with scripts. Since Thursday I've received numerous reports of scripts crashing in products I sell, compared to zero reports prior to the patch. The replacements I've issued appear to run ok, however. I hadn't noticed the lag effect until now but it does look like performance is pretty bad.
The week before the rolling update was spent doing a 'cleanup' after encountering sim performance issues in Lyonesse. I managed to change performance measured by Thomas Conroes Advanced Border & Performance-Scanner from 'average' (around 900) to 'great' (around 1900).
Immediately after the 'update' I'm back to 'average' at best, sometimes dropping to 'bad' (3-400)! There is definitely an issue arising from that last rolling restart. I live in a residential sim and use the Conroes monitor. Before the update this sim ran consistantly above 3500 awesome. Now it averages about 1500 good. People would not see the difference here if they haven't been watching the performance. I was at the new Australia sim for the big opening party. It was painful to be there. Performance was down to 20 and it was almost impossible to move. In all the sim I normally visit I have noticed a major drop in performance.
Thanks for the info so far, our devs have been notified and there appears to be a large increase in simulator agent time usage since after the rolling restart (an observation some of you have emailed me about). We're investigating further.
Linked to VWR-864.
I've noticed the same problems in all sims dedicated to C:SI combat since the rolling restart...Samurai Island, Samurai Edo, Shrouded Isle, Endless Dreams, and others. My screen FPS is 30 to 50, sim ping is 80ms to 100ms, sim FPS is in the upper 40s, and time dilation is normal. But everything happens in soupy slow motion when fighting. Adminning three sims with a massive amount of concurrent ecosystem scripts running on them (Terminus, Pseudozoa, and Second Nature 3), I can't say that I've seen any evidence of a consistent script related drop in performance on any of them.
The several thousand plants on my sim tick once every few minutes, but the animals in them run with clock ticks every few seconds. It's conceivable I wouldn't notice any slowdown in the plants operation do their already dinosaurish pace, but I'd expect to see a performance drop in the animal behavior, which I don't. Perhaps the problem is not quite grid wide, but still large scale enough that it seems as such. Ive noticed a major drop in sim performance on my own sim too (FNKY Cake). Agent time and Net time both spike at the same time (>700ms) causing sim fps to drop to 0 for a second or 2. Sim fps doesn't always drop to 0 but Im getting dips every few seconds. It seems a bit random because there will be times where 3-4 minutes go buy without any dips in sim fps. My script time and performance all seem normal though. I hope you guys can figure it out because this is starting to become really painful
I've had a ticket in on this since soon after the rolling updates. Although I didn't specifically note script execution I have some stats scripts I regularily run which are in fact taking up to TWICE the normal time for them to complete. Cycles for script execution are definitely being stolen with this last rolling update.
I am the operations manager and estate mgr of Heartland sim, I have seen a huge difference in our sim since the roll back,,,, the contest boards do not work correctly now.. av's have more trouble than before... the lag is bad even with very few on sim.... I also own Lost Paradise sim and I NEVER have lag there and since the update it is very bad
Although script execution is definitely hurting here the WORST symptoms since the update are time dilation dropping to 0.01 several times an hour. Maybe this is only on script heavy sims ... I don't know, but scripted objects seem to hobble along and get done what they need done, time dilation dropping to 0.01 a couple times an hour is NOT acceptable however. I don't know if script execution is the culprit or simply another symptom of what is wrong. The freezing sims concern me more then the script execution.
This seems to happen worse when people are tp'ing in. Sim doesn't need to be full either it will happen with 4 in a sim as well as with 70 in a sim. Dilation just drops. I'm experiencing a serious drop in performance at my sim Orbiuna. Before thursday I was able to have 60 ppl on the sim without any problem at all. Now 30 agents is enough to have the total frame rate exceeding 22,5ms wich never happened before, even with 60 agents on the sim. Whenever someone arrives at the sim, frame time peaks, up to 2000ms at times. I run almost no scripts on my sim.
Also someth is wrong with scan range, radars that are set to 96m are scanning ppl that are 400m away now. I am co owner of a private island region. We were very careful in choosing what scripted objects we set out and monitor them on a constant basis via the estate tools in an effort to keep script time very low. Prior to the rolling restart our time dilation was locked at 1.00 and 'total frame time' averaged around 10ms. Since the rolling restart total frame time is now averaging 18ms and time dilation frequently drops below 1.00 presumably because the sim is now throttling.
I also work for a gaming island region (Parrothead Cove) where they host a game called Devil May Care (DmC) This game has always been resource intensive but prior to rolling restart we were able to host the game with 25-30 simultaneous players. Since the rolling restart the game has become virtually unplayable even with only 15 simultaneous players. It runs very slowly and freezes (stops playing) regularly while the match is in progress. We have had to close it down indefinitely as a result. I have heard that many other regions that also run this game have been forced to close it as well for the same reason. A region manager of Parrothead Cove who regularly monitors the scripts via top scripts under estate tools observed that average script time from all scripts prior to rolling restart was around 18ms and jumped to 47ms after the rolling restart. I heartily agree that this is a huge problem. It doesn't seem to effect all sims all the time. Rather, a sim can be working smoothly, then go into a bout of performance degredation with no warning, then snap out of it an hour or two later. I have witnessed this on the sim I live on when I am there with only one other person, and I have witnessed it on numerous other sims with as few as 1 person and as many as 30.
Use control-shift-1 to pull up the FPS info and all that, and click at the bottom to expand the data about Time. Check the Total Frame Time field. I'm seeing it usually averaging in the 22 to 30 range where I usually go. However, I have on multiple occasions seen the TFT when merely standing in one place in Mumun, jump up to in excess of 2300!!!!!!!!!!!!
I am a host at Parrothead Cove. now the DMC game is very resource intensive and does produce lag but we have never had much problems running dmc and the other games at the same time, now you cant rum dmc and anything else or the performance comes to a grinding halt. Time dialation goes to .035 sometimes Sim FPS goes to 20 or lower and it frequently freezes and stops altogether causing us to reset the game and hope it gets through a game. It takes 30 minuts or more to geta game done. I've been to other sims and universally every place I goto with DMC running goes to 9 or so FPS and sim ping goes from 200 to 2000 ms varying. Even when 1.17 came and everyone screamed about that at least the sim performance wasnt impacted that greatly. Where I live on a private island I have seen the FPS degrade by up to 50%. My home sim usually has 30 to 35 FPs and .99 Time dialation now its lucky to get 20 FPS. I have a shop on Katrina sim where the 777 casino is..and turning around is adventure. Turning 180 degrees is a major tester of your patience.. I see FPS go to 1,9 FPS to just turn around and thats even with my setting which are tuned to not cause much lag or performance degredation.
In SL I am a pilot so I try to keep aware of SIM Performance levels. I use a couple of Sim Performance Analyzers to do this. Immediately after last Thursdays update SIM performance in the areas with which I am familiar significantly degraded. These poor SIM Performance ratings were corroborated by Time Dilution and SIM FPS stats as well as real in world attempts to fly aircraft. This degredation of SIM Performance remains wide-spread throughout the grid.
I am a Kim Seifert fan. On Sunday she had three concerts scheduled. Two of them were ruined by SIM crashes. These were severe crashes and it took almost an hour in each instance for the crashed SIMs to come back online.. I have also experienced severe reduction in script performance on my sim since the rolling restart as well. the difference is like night and day.
I own and operate the sim Misfits Cove. And have noticed the aforementioned complaints. Since the last update our server has taken a nosedive in performance, and I would wager that it has decreased in performance and stability by more than 50%. Landing on the sim, causes a resident to shoot up into the air and hang around while flailing their arms. If you are ever lucky enough to find pixel manifestations of ground, you are left doing an levitated - moonwalk, that would shame even Michael Jackson.
Incidentally however, when I had filed bug reports and had gone through other mechanisms of support, no Linden ever acknowledged that such an issue even existed. It was not until I called in for customer support that I was informed of this JIRA. Lastly, those of you that complain you have not noticed such an issue - are counter productive. I dont understand why you would feel it necessary to negate other peoples concerns. If the issue isnt effecting your gameplay - you need to release your overwhelming sense of worth, and allow those of us who's game it is effecting to comment on the JIRA, instead of blogging it down with our self righteous, "no not I" comments that flood the forums and dont help anyone. What I forgot to mention is. Our sim has over 8000 available prims. And we have restarted daily, sometimes 2-3 times even. None of which seems to clear up the issues, there is a brief window of "satisification" which fades quickly.
I would think with 8000 prims available, if there is a spawn of jellyfish, it wouldnt cause such severe lagging and inoperation. My main sim Hantal has been effected by this as nasty bug since the rolling restart on the 28th. Also I am and Estate Manager for Surreal and have noticed most of the sims viewed are also effected by this as well.
From what I've noticed, Agent Time has creased by almost 10 times min with avg of 6~8ms avgs for about 10 avatars on the sim. And when you get more than 25, script time is limited to about 2ms or so while agent time peaks around 2000ms quite often. I spend a lot of time in gaming places and have noticed a large reductuion in speed.
I had been playing about an hour or 2 prior to the rolling restart and went back as soon as the reset had moved south and immediately noticed this drop in preformance and allerted Athena to the issue thinking it was a local glitch. Since then me and a friend have visited many other places also suffering the same slow down. In some places certain games are vitually unplayable, to the extent that a high score that used to take 20-30mins playing time, now takes up to an hour to achieve. This needs to be found and fixed swiftly, as businesses will suffer, though I am sure no ones as allarmed by this as Linden are and I bet they are frantically searching for the problem. I have not used the optional update !.17 yet and have noticed horrendous slow downs in my home (Pandorus) and my Medieval village in Laila. Since the rolling updates this past week, even on log in, it takes as much as ten to fifthteen minutes for everything to rez in before I can even do anything. I didn't know that even without the optional update what the problem was (is) until now. I cannot even finish getting my village in (Laila) done and readied in time for opening in August be cause even TPing there everything is borked and taking 3xs longer to rez in. I know I'm not the only one with this problem and it needs to be addressed as soon as possible.
I agree with Thomas's findings, I have noticed a huge decrease in my SIMs preformance all around, rezzings slower, more ghosting, More Lag, Slower TPs, My few month old sim ran awsome until that last update
Tech Expo has observer these issues almost immediately. The islands scrpt execution times went from around 8s to around 15s. When I signed up to pay for a server at $295/mo it was on the understanding it would perform at the speed of a new class 5 as was available at the time. I now have around half that speed - so I'm willing to offer maybe $150/mo. We all know that LL aren't going to accept such an offer, but it illustrates very well what they've just done to me with the new patch – they've effectively taken my Class 5 and handicapped it in such a way that it's now a Class 2.5!
How much do YOU think I should be paying for that? I own 8 Sims and they all have dropped by 50% in preformance since this happened. This appears to be script related and does not manifest itself by looking at just the status screen data. Scripts are defiinately MUCH slower. This is impacting the quality of the environment for all residents on these sims. Some Scripts are failing to execute totally and are timing out or showing very ertatic behavior.
Own 5 sims would have been 10 by now but decided to slow down purchases due to the increasing unreliability in SL like this. Yes, I have noticed the same in my sims. I did notice that the problem runs cyclical from varying degrees of bad to horrible. Yes a credit would go a long way here since my traffic is directly impacted by this problem and my traffic is one of the ways the lindens get paid. We are paying a premium for class 5s and not getting the results. Oh well, may have to go to an even lower gear on sim purchases until things start to stabilize and support to actually catch up with demand.
I haven't seen one single comment that lists enough information to make an objective claim about sim performance. We need more information from all of you sim owners.
What's important is not whether the sim has suddenly decreased in performance, but whether it has done so while load has remained the same. If you had an influx of visitors after the rolling update, then I would expect performance to decrease. Coldfusion Cheeky's comment above was somewhat helpful. It's interesting to know that the "total frame time" went from 10ms to 18ms. The question I have is: was that with the same number of avatars as before? What about the number of active scripts? I'd expect to see a jump from 10 to 18ms if avatars showed up with a few thousand scripts on them (as often happens). So what we need to know is whether sim load (number of avatars, number of active scripts) remained the same as before the rolling update while statistics like total frame time, agent time, script time, etc increased. This would point to a systemic worsening of performance. As it is now, we just have a lot of people who seem to think their sim is performing worse. While it's pretty impressive that there are 180 votes on this issue, it's still within reason to think that maybe this is just due to transient increases in sim load caused by large gatherings of users or increased numbers of scripts or other content in the sim. midian city agent time has been the source of high lag when before it would spike but return to normal numbers quickly. This number is higher and remains higher than normal usage in the past. No new scripts or objects from estate tools are adding the lag. Even disabling scripts at the estate level this performance degregation remained constant. I think this issue may also be tied into the underlying issue discussed in SVC-206.
To address Lex Neva, yes ALL THINGS BEING THE SAME performance has degraded. It almost goes without saying for those who run some of the places which are commenting in here. On my sims I run the same events day in and day out. My previous comments speak to this being a problem with 4 avatars or 70+ avatars on a sim. This problem CYCLES and happens a couple times an hour. I have scripts I regularily run which take up to 18 hours to complete that now take 36. They are on an EMPTY sim. This was observed DIRECTLY AFTER the rolling update and has persisted. All of these symptoms have. My sims have the SAME OBJECT THE SAME SCRIPTS AND THE SAME ATTENDANCE they have had for over a year.
I'm getting tired of the nay sayers here. I for one do not "THINK" sim performance has been crippled I KNOW it has. I shut down events maybe three times a year for different reasons. This is one of those times, my sims are shut down for all events until this is fixed, because it DON'T WORK NO MORE. This was also like flipping a switch, before the rolling update fine. Within the FIRST MINUTES after, chaos. And chaos ever since. Like night and day. After some updates, yeah things are bad for a while, the dust "settles" or what ever, we wait it out as they tweak things and things get better. But this one has not resolved itself. The switch was flipped and it's remained the same.
What stats do you want? Can't the lindens collect these? I'd be happy to collect them. All you have to do is log into SL and spend a little time in there. I'm sure they have much better access to data on performance then we will ever have. We have identified a problem, we can't fix it, only they can. We've given some clues as where to start looking. All you've added is this: "As it is now, we just have a lot of people who seem to think their sim is performing worse. " which is totally conter productive. Leave it out. Or go do some experiments yourself. Some of us are concerned with this. All of us would like to see it fixed. I find the comment of Lex Neva to be most infuriating.
This is a very real serious issue. My observations were based upon both real in world experience and Thomas Conover's most excellent Advaced Sim Performance Analyzer which i had also been using daily before the issues arose.. The degredation in sim performance ocurred immeditely after the restart. My observations include readings done on residenrtoal and commercial sims where I was the only AV. The residential sims are very sparsely populated and I doubt that the single homeowner in some of those sims laid out enough additional scripts to cause such drastic decline. It is incredibly presumptuous to suggest that all the commentators here are so ignorant of factors that can affect sim performance that they ingnored a 50% increase in av presence on their sims that all coincidently started immediately after the restart and which remains as of the current moment LEX NEVA: The question I have is: was that with the same number of avatars as before?
Of course - what do you think we are idiots? That's just insulting... Sheesh and the answer is a resounding YES
Absolutely a problem. We own two clubs in Ibranic and I watch performance there like a hawk. Using the Conover monitor, on our BAD days we would get down to about 1200-1500, most days we would be up to 2000-2500 and things running smooth as silk. After the 'update', We're lucky to break 900, down to 400 at times. Couples dancing is almost impossible in the Jazz lounge, more like the MUD lounge. Nothing syncs properly. And the change was IMMEDIATE after the restart.
Thank you! I have been bitching about this for a week, and keep being fed the company line: "more than 40 in a sim is asking for trouble" or "you have too many scripts/prims". I have been tuning my sim for high-traffic for many many many months, and I know good and well what it can and cannot handle, and where we take our biggest resource hits, and this is new. I do not like reporting something this serious and being told I'm imagining things.
I have visited every region in the (now infested-by-camping-farms) Popular Places list, and they're all choking to death on a fraction of the traffic they could handle with ease before a week ago. Agent time is through the roof. Three agents in a class-5 residential sim with 6000 prims and 3000 scripts sees dilation spikes as low as the 0.30's, and fluctuates wildly when anyone moves. Agents are somehow using 4x the resources they did before. We've had to pull our sploders because the timers now take hours to count down 300 seconds, and end up filling up with too many participants and run out of memory before they can pay out. Zyngo is now unplayable with 40 in the sim. We're paying for class-5 sims and getting class-3 performance now. While it may not be a 50% decrease in my case, and despite those who feel that if they haven't noticed anything it doesn't exist, the sim I am now using most has gone from being a rock solid 1.00 Time Dilation and 45 sim fps to very unstable (spikes downward into the 20fps range with assoicated Dilation drop) since the first of the rolling restarts last week. Also rezzing faliures and any number of db issues relating to builders/owners of objects and other information in the edit window and in scripts and notecards. I would normally try and fix something like this by gettint the sim restarted...but, given that that had just been done...twice in 2 days...calling for that seems a little useless. This is not a high traffic sim, There are usually only a few Agents at any time. I am afraid that since this is hard to quantify to anyone who does not spend a lot of time actually in world, it will be passed of as some sort of group hallucination. I will be happy to give any Linden who contacts me the name of the region so they can come and look at the stat's themselves, but then they will have to trust me that those same stats were solid for at least the previous 2 weeks. Amazingly so to me, as I had just moved after over a year living on the mainland...for which the term "rock solid" could never be used.
By the way, the hit is the agent time. The huge agent-time is what is causing the time dilation, which then automatically puts all script execution in low-priority mode. The script slowdowns are simply the byproduct of the time dilation caused by the wild spikes in agent time.
Those of us having sim performance issues did not post here to have our concerns belittled, or told theres not enough information to make an objective claim. Some of us have been multiple sim owners for several years, and I think we have enough common sense to make our own objective decision on whether or not our sims are having performance issues. I don't THINK my sim has decreased in performance, I KNOW it has. We're not idiots, we have the knowledge to know the difference between no lag, and lag thats so unbearable that you can not even move.
My traffic has not increased, in fact it has decreased due to this issue - decreased by huge amounts, and yet my sim is running worse with less people, than it did with more before the rolling update last week. I'd say thats a serious problem. It's not our job to give load time responses, or other "helpful" information. If we open a ticket with LL's telling them our sims are not performing the way it should be, its their job to investigate the matter - and run the tests and such to figure out the problem, not ours. We pay them, they don't pay us. I have spoken with Lindens on the phone, several of them in fact - and they DID confirm that there has been a decrease in performance issues since the last rolling update, and they are working on a fix. So those of you that want to jump on this thread, and belittle the concerns of those having problems, need to go back to your gameplay and let Lindens help those of us that it has affected. If you're not having problems, thats great for you - but don't come here to downsize or question the concerns of those of us that are. It's not your issue or your job, be glad. We pay good money to run our sims, and expect the service that we pay for. Hopefully this issue will be resolved ASAP... We have received dozens of support calls on our animation systems taking forever to startup and initialize. We have never had this performance issue before. There is definitely something causing scripts to not function as they have.
Yes everything has remained the same on my island region for some time prior to the rolling restart. The island region is class 5 and private and has only 2 agents at most at any given time. To be honest I do not know if the agent time has increased because it was not a statistic I bothered to watch with only 2 agents. However I have noticed in other busier regions that agent time is often extraordinarily high. However in my private island region the agent time is ~0.8ms with both agents present so I do not see how script time can be forced into low priority mode with such a low figure. On the other hand I immediately noticed script time nearly double in the region. Same number of active objects and scripts. My observations would indicate that this bug has affected both agent time and script time directly since the rolling restart. The other thing I have observed is although total frame time in my region does not exceed 18.x ms (yet) time dilation is frequently slipping from being locked firmly at 1.00 down to .98. While hardly a dire situation....it is not the norm as prior to the rolling restart it - Lastly...I would tend to agree with many. Nay-sayers please refrain from posting comments here. If you have not noticed any problems or are not affected by this widespread issue then bow down and pay homage to the SL gods for sparing you. Fixed internally, We're currently monitoring a test binary that is running on a couple of sims on the main grid.
I have noticed the same thing in Cass. It is usually pretty smooth and stable for a mainland sim but performance has taken a huge hit this week.
TFT on the sim I'm working on is spiking to 24.2 ms, but almost always at or above 17.0 ms. Didn't know to check this before (not a scripter, only look to fix things when they're appearing broken, etc), but would have to say that there's absolutely no doubt that this has occurred since the rolling restart.
Find it nearly impossible to believe that Lex hasn't had problems, and can invite her over to this sim to see the excitement firsthand. Okay call me ignorant, but do these issues get marked resolved before the fix is actually applied?
Cuz, nothing is fixed, same issues are still rampant. Guess I need to read the manual on JIRA and see what to do... don't want to do the wrong thing and get cited by the JIRA police. Oh btw, I saw someone saying that more data was needed, well as always, LL has my open invitation to use Badlands for data collection and beta code testing purposes, anything to get this fixed asap. Is this resolved? Doesn't look like it. Just 'monitoring' it on 'a couple of sims' doesn't mean it is resolved.
And it would be really sweet if someone says something about this on the blog. People are still wondering why SL is so damn slow and many of them don't read every JIRA entry or secondlifeinsider. Come on guys, do something about your bad reputation and actually COMMUNICATE. Thank you! Not resoved i Agreee with Juliet This is rediculous
Lack of communication Come on guys, do something about your bad reputation!!! Well, I do not wish to be quite so harsh, but it would be nice if the folks that are PAYING for the service would get priority service; perhaps if you did not allow the 'freebies' to log on when the system slowed, it would help the rest of us enjoy the gam we are paying for. It was not so long a go that 12,000 was a large on line number; now it is normally three times that.
Then, if the 'freebies' got tired of not being able to log on, then they would pay, and the extra revenue would help keep the system up to date and functioning at peak performance. Well that was my optimistic moment for the year. Hope you enjoyed it as much as Idid. I am late on this thread - but about 24 hours ago I suffred all the symptoms. After slower and slower performance I finally decided to relog and direct to my home where there are minimal prims and only "me". Suddenly the friends lists was only half-populated with online AVs, rezzing had come to an almost standstill and ALL ambient sound has totally vanished. (Streamed music is unaffected it seems), All I know is that I cannot move around or navigate inworld at anything remotely approaching an acceptable rate and that the required ambiance in my environments is no longer there to keep me engaged when not moving. Nor is is just a "play" thing - I am unable to get any work done with this state of affairs. This is now serious - I am used to waiting while these Linden people take their leisurely time to fix bug - but this is too long.
Whoa there, folks. I didn't mean to offend. I was asking for more information from those of you who'd provided stats... perhaps I didn't make that clear.
I wasn't trying to say that your claims were bogus, I was just trying to help the community hone this issue to a fine point. Sometimes it takes data with pinpoint objectivity to get LL to pay attention. I said what I said because I've seen plenty of cases in the past where people blamed poor simulator performance on what turned out to be an increase in content or user load of some sort. I've documented in the past the fact that the addition of a few thousand active scripts, even if they're completely empty of any actual LSL code, can cause Script Time (and Total Frame Time) to increase dramatically, slowing all script processing down. Just noting a decrease in script running speed and other sim performance without ruling this out is inconclusive. I'm sorry. I didn't mean to offend you folks, or say that your concerns were invalid. I was hoping that my comment would lead you to look back in your notes about your sim performance and pull out some data about standard sim load patterns so that we could rule out an increase in sim load and bolster our case with LL. I wasn't calling you stupid for not mentioning this even though it may have been obvious... I'm sorry if I came across that way. Fortunately LL has fixed this issue internally, so my comments are moot. As a sidenote, I agree with Jesse Murdock. I think that LL uses the model of "resolving" an issue if no more work is required from LL, and "closing" an issue when it's finally gone and buried. I'm just not sure that this is wonderfully helpful to the community, because resolving this issue before it's actually FIXED means that it hides it from the view of all but dedicated JIRA users. This issie is clearly not closed. I am currently experienced even worse symptoms and threads today (4th July) indicate I am not alone.
I have 3 Full SIMS and 4 Openspace SIMs around them. Two of the Full SIMs are residential and one is Commercial. Maximum average Agents on each of the two Residential SIMs rarely exceeds 10 , in fact it is often more like 6. The Commercial SIM probably has around 10 to 20 Agents on average. The low-prim Openspace SIMs are almost always empty. I also have been running Conovers Sim Performance Tool since before the last Update. What I see now is a reduction on the Residential and Commercial Sims on the Conover figures from over 4000 (Awesome Rating) to somewhere between 1200 to 2000 (Average to Good) and the figure fluctuates. The fluctuation does not appear to be dependant on the numbers of Agents in the Sim. It changes even if the number of Agents remains the same.
One thing I tried last night was to get some of my Residents to turn scripts off, as many as possible. The result was quite interesting......the Conover figure went up to 2300 ...... from around 1400. We put the scripts back on.....and down it came to around 1300 again. I am not conversant with the intricacies of how the Sim works ....just passing this on in case it helps. One interesting thing though.......the Openspace Sims...all of them.....with no-one in them.....went from a Conover figure of around 1500 to a consistent 500 after the Update. So it seems this loss of "performance" is NOT script related????? If I knew what the Conover figures or results were based on, I guess it would not be too difficult to figure out what was causing these results? Maybe someone can enlighten me or Linden on this? I just hope it gets fixed soon....... I have weird things happening on the Sim and I dont know if this is related to this problem (e.g a fridge door wont open...... and I am damned hungry, lol). First of all thanks for all the comment and voting, it seems that Linden have found the bug and have a test binary running somewhere, what I like to know where are those test binary running so WE can test them.
We also want some more info about the issue, some info would be nice. Also if the bug is been found, when are you gone release it? On the next update or are you going to do a rolling update. This issue is effecting a lot of people with business here or just want to have some fun here, please Linden communicate, its easy!!! And to all no the issue is not closed, its only fixed internally. Till I see some improvement this issue is not gone be closed. I just noticed the Status of this bug is now: "Reopened"
Ruud Lathrop: More info regarding the cause of the problem, where the test binary was implemented, and when (if) the the fix would be rolled out. IMO the bug itself should not be closed until testing is complete, the fix rolled out grid-wide, and confirmed as a working solution. I've had noticeable performance drops in Crescent. Causing my teleporters to occasionally dump people at <0,0,0>, and on one occasion,, a vendor failed. Thankfully, I was on hand to manually deliver the product.
I am a manager at Phat Cat's Jazzy Blue Lounge on the PhatLand sim owned by Dilbert Dilweg and Charity Colville. 2 rolling restarts ago, our server was completely fried and they won't do anything about it!!!!! We used to be able to support 100 agents with some lag, but it was workable...now if we go above 70 YOU CAN'T MOVE, everything is gray...our traffic has gone from almost 200k to under 100k, we've halved it and it SUCKS. These business owners are losing money and the people of Second Life who want a decent place to meet others and dance are getting the short end of the stick right along with Dilbert and Charity.
Linden Labs says it's fixed???? BULL!!!!! Every single day I have to deal with the horrid state of our poor sim thanks to their incompetence. Why won't they DO SOMETHING?????? For the amount of money the owners pay them each month for a whole sim, this is REALLY BAD customer service!!!!! Rolling upgrade is on the way
IT IS Fixed. Still would like to know what happened for Future Reference. Thanks to everyone who worked on resolving this issue. hard work and persistence is greatly appreciated.
Duke Okay, the issue was reopened by a community member (click "All" just under the issue description to see where the issue was reopened). I say we have a few people who posted here noticing low performance check the sims in question and see if they're improved. Comment back here with your findings, and if we see a few saying things are fixed, then we'll let the issue actually be closed.
Don't forget, it may take a few hours for your sim to get restarted. Joshua Linden explains what's up here: http://blog.secondlife.com/2007/07/05/rolling-restart-starting-1000am/#comment-372589
In short, they accidentally turned off the compiler optimization flags, whoops. I think, given that explanation, we can expect that this issue is fully resolved now. Not resolved. In fact, I see no difference at all. Sim performance still variable from 8 to 45 sim fps from it's previous solid 45 sim fps. See earlier not from me for further detail. Maybe a different issue, but it started the same time as this one....turning a solid estate sim into a non solid one. Again, symptoms that I would normally ask for a restart to cure, but since this is in response to a restart.....
Post rolling restart for fix:
Things look promising total frame time down from ~18+ms to ~12ms Am watching stats like a hawk but looks very promising. agent time is also down 50%
However time dilation is still slipping for no reason that can be observed via the time stats Previous norm was consistently locked at 1.00 now slipping to .97 at times We'll see how things are once the grid settles down but the jury is still out i seen the improvements now - the sim now loads the lands quickly now - no longer lag now after today's rolling restart
I have visited several locations since the restarts were completed and if anything, performance has degraded with my being unable to move but my avie still walking or flying in place, my avie going on walkabout, being unable to land after flying, walking/flying at a crawl, rezzing taking twice as long, and crashing to desktop when trying to teleport.
This is fixed. Confirmed fixed.
my sim performance is even worse today than it was before the restart and viewer release scripts are SOOOOOO SLOW frame rates drop and the sim time dialation keeps dropping to .01 and we keep getting these 60 second or longer freezes when we try to move or turn
also animations are sticking when you jump off pose the script doesnt release u and logging in in a flying animation or half stuck in the ground
CPU: AMD (Unknown model) (2210 MHz) Memory: 1024 MB OS Version: Microsoft Windows XP Service Pack 2 (Build 2600) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce 7600 GS/PCI/SSE2/3DNOW! OpenGL Version: 2.0.3 LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.12_0000000000) Packets Lost: 94/52259 (0.2%) Viewer Digest: dcb43692-01a9-b5cd-4df2-423259f7c1a7 OK after monitoring stats on both my private island region as well as on Parrothead Cove a very busy gaming island region...
I am pretty much convinced that this bug is in fact resolved sweet valentine: I too experienced this morning the issue with animations you mentioned. However since there was no code changes for this fix and this appears to be a new issue I believe its unrelated to this bug and the subsequent rolling restart. I personally believe this bug can safely be closed TYVM to all the people who vote and posted comments and to all the lindens involved with isolating the cause and resolving this issue. Marking as fixed per comments. If you still have problems, please use the tech support channels or open a new bug report.
Yes I think they have fixed this bugs. If you have other issues just make a new Issue
Hey Sweet.. we had the same issue on our sim after the restart yesterday - our sim was worse afterwards.
After having Lindens investigate the matter, they did fix the issue... Which was having collisions disabled. it was crippling our sim to the point where we couldn't even move with as little as 10 residents on our sim. Before the update, Lindens had us disable collisions to prevent lag - and they said after this new rolling restart update yesterday, its just the opposite now - disabling collisions will make your sim lag more. After changing that, we have no lag or issues at all, and can move with ease with 100 residents on our sim. Something that simple made a HUGE difference... so I figured I'd share, since of course.. nothing was posted on the blog about this. Not sure if this is your issue or not, but good luck! This is definitely not fixed. I see a marked improvement, but not 100% and certainly not continuous. Performance hits occur, even in load-free regions, with extremely regular frequency, for no apparent reason.
Now that the camping farms firmly own the Popular Places list, there's just no way for us to test the actual agent load without huge expenditure, so I fear this will be swept under the rug and we'll be silently robbed of performance that we have come to expect, and will need later. Due to being present and seeing a class 5 sim drag to a halt with only 30- 50 people in it I do not believe that this issue has been resolved.
Look, no one said that performance was going to be peachy. The fact remains that this particular bug is FIXED, and should remain closed. I have confirmed that the region performance is at previous levels.
If there is some other issue causing slow performance, such as the "disable collisions" mentioned above, then that should be opened as a NEW BUG. Thanks! First of all, ive asked for a direct number to concierge through their "leave a msg box" and i havent gotten a response. Im selling the sim this month, so thankfully i wont need it anymore. ive had a hard time trying to report tech issues on this new site, its too hard to navigate.
Since ive owned the sim Lost Colony weve had unpredictable lag. ive complained about it numerous times, lindens came on site to monitor, said things looked ok, but most weekends were simply worthless, couldnt build and i would just log out. then, a few months ago, Lindens took two racks of sims offline to fix something and this list didnt include ours. In the week following that, everything was great!! so great, i almost wrote to linden labs to thank them.. and then the lag started again... by lag i mean, ping time goes up from 50 to 200, sim FPS goes down from 0.98 to 0.30, image times increase above 1000, and walking is slow, rezzing is impossible. I keep telling them this. I didnt notice changes in performance after the rolling restart because our performance has always been so unpredictable its like normal. Ive moved the club off the island though, so on average we have less than 10 agents, and even with three, our lag can get really bad. Ive removed most of the scripts on the island. I have a few casino games out, a few building packing scripts, a sailboat, some flames with sound.. some swim balls, im running less thn half the scripts 6ms, but lag is still there. It truly baffles me. I have more than 9000 prims free. My crash reporter shows on average a crash every day or two. LOL why do we crash? NOTHING IS HAPPENING ON THE ISLAND! my traffic is less than 1000!! my spy HUD keeps teling me that there is extreme sim lag, and its slow to respond. My building packing script simply wont work. ive lost part of my building, i may just tear it down rather than rebuild. so tired....we had an event before we closed the club. we had about 25 people there. i couldnt move and could barely IM. honestly whats the point anymore? after the last required update, IMs to groups have been totally slow, and i often get errors. simply impossible to do anything in SL. i dont have any suggestions to fix this problem, except, i think the lag problem is unpredictable, and is more serious than just what happened after the rolling restart. I sympathize janie, but that sounds more like a different issue. You might want to look for an issue about "images time spiking", or create one if it doesn't exist.
The issue is back. Sim performance is suffering from frequent repeating spikes in Agent time after today's rolling restart to introduce server code to support the new First Look Voice viewer. The problem is not "continuous" the way the original bug was, however it is frequent (meaning usually more than once per minute). Handling anywhere from zero to sixty agents shows these enormous spikes in Agent Time, and with more than 60 agents in a class-5 region, time dilation goes right out the window. Say what you like, cheerleaders, but this is NOT anywhere near the class-5 simulator performance we used to have. I feel it is only right to re-open this issue until the fallout from the latest rolling restart has been investigated fully, and corrected. I do not like having my simulator performance slashed, only to be told that I'm imagining things. If anything, removal of our meager amount of casino equipment should have resulted in an increase in performance. Instead we see this.
i agree, there is a performance issue again since the last voice rolling restart. it´s maybe not as hughe as before, but most people notice it.
cheers i agre this issue is definately back my vendors keep messing up when trying to rezz and erroring out nothing loads fast and now the virtual memory loass is back for me again if im on to long without relogging i get low virtual memory i only get this using SL also when i work up high at around 400 m up i dont have as much trouble if im on the ground in any sim cannot move turn and usually end up crashing kinda sucks when your trying to shop and within 10 mins everything on the game locks up reloging helps for about 30 mins then the lock up happens again
btw: it was on the block, but it says resolved while it is not: http://blog.secondlife.com/2007/07/28/in-world-service-slowdowns/
i discussed with some residents and coders... interesting seems: FPS and time dil seems to be no indicator. fluent movement and inter-script communication give a better idea. Vocie Client (even voice deactivatet seems (i can´t have 2 client with same user in same region same time) to be hit little bit more) Folks, we can't just reopen this issue every time a sim lags. The specific issue that was the root cause of this JIRA issue (a mistake in the compilation of the simulator code) has been FIXED, and this issue should therefore be CLOSED. Do not reopen this issue. If you think there's a widespread performance issue still on the grid, open a new issue.
There are still very serious memory leak issues with all Second Life clients. For me, a user with 1 Gig of memory, having Mozilla open with many tabs (multiple web sessions inside a single window), and/or being on Second Life in a sim with a certain number of people nearby, and high of objects and attachments present, will cause SL to crash for me... either the client screen simple disappears and I get the crash-report sending request dialog, or the SL client window goes completely white, and I have to kill the second life client process and start it over again. PLEASE SEE VWR-2997
Correcting "Fixed Internally" to "Fixed"
the cub conclave sim lost almost 70% of it's performance, 10 avatars in the sim and sim fps go down to like 5
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A good way to notice it is to use the MystiTools sim FPS monitor and just wander around - there are often sim FPS drops on sims, even on very new ones (and so supposedly class 5 machines) with only few avatars in the sim.