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Reader Comments (25)

Posted: Mar 21st 2010 11:42PM (Unverified) said

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It isn't about speed, per se. That's *mostly* taken care of by the script scheduler. It's about memory allocation, and the fact that the entire server stalls when it starts to page memory to and from disk.

On one side of the line everything's fine, and on the other side every region on the server slows to a crawl.
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Posted: Mar 22nd 2010 8:34PM (Unverified) said

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This is all garbage. Ram is cheap, so is disk space and processing power. This is just another way for Linden to charge more for less. Throw hardware at it, most of the time you win twenty times over any argument of this nature.

Script limits are bogus.

Posted: Mar 22nd 2010 11:06PM (Unverified) said

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Hmm.. yeah, I see what you mean. But if that's the case, it just points to a serious design flaw in how the server operates. These servers may be on multi-core servers, but I have to wonder whether any parallel programming practices have been employed by LL, or even good threading. And even if these things are driving memory usage up to the point where they are hitting the swap partition, it should *not* grind the whole server to a halt.

In short, this is feels like a bandage, not a cure. It wouldn't be the first time LL tried to shift responsibility for platform flaws from themselves to their users.

I know I sound like a hater. Hehe. I swear I'm not. This one just smells fishy.

Posted: Mar 24th 2010 6:11PM (Unverified) said

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It makes sense, though, to institute some system of limits, and then throw RAM at it until it blitzes. Otherwise, it's practically a law of computing that the scripts would inflate to fill the new RAM, grinding *that too* to a halt.
Here's to hoping that that'll be the result; letting the servers outpace the scripts a little while they both improve.
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Posted: May 14th 2010 2:48PM (Unverified) said

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Back on our campus sim, a lively debate has erupted about Mono’s possible lag-reducing effects! We have many students running comparable scripts that have been pasted over the default "Hello, Avatar" code in their prims. Our campus store also has many product vendors running comparable scripts... but under different script UUIDs. So here's our question: If we converted all of these commonly used scripts to Mono and did the following, could we actually reduce script-based lag in the sim and allow more product vendors to be added?:

-- Set up a "Mono Script Dispenser" from which users could drag commonly used Mono scripts (like door, texture-change, teleport, and vehicle scripts) from a “centralized inventory source” into their prims.
-- Have one person copy a single Mono vendor script from their inventory into each of our product vendors. (And if this would provide benefits, would the same benefits accrue if we did the same with a regular LSL script… or must Mono be used?)

Most people we've asked are saying that these measures will NOT improve script-based lag because (basically) the "bytecode sharing" benefits of Mono that were advertised in the SL Wiki only apply to “text strings” and NOT to entire running scripts... or that bytecode-sharing benefits don't exist at all. The Mono Wiki seems to imply pretty clearly that these steps could reduce script-based lag (especially when extended to a large group of users running scripts with the same UUID), but we wanted some real clarification... perhaps even from Babbage himself!

Many Thanks!

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