Sunday, October 19, 2014

You Have More Control Than You Think

As some of you have read over in the Virtual World Sailing Forum as well as in the Blake Sea Journal there have been significant events taking place that effect sailing lag in the Blake Sea Area and elsewhere.

I have asked for reports on what the sailing conditions are in the Blake Sea after the changes discussed in the above articles. Nber Medici passed along this rather funny dichotomous exchange about a week ago in the Hollywood Airport Pilots group.

[07:55] Paris Noor (parisnoor): Great just great took off from HA with a dreamy ease
[07:55] Paris Noor (parisnoor): conditions A+
[07:57] Garth (garthandrew): excuse me but flying sucks today .. watch out aviators
[07:57] Bailey MacIntyre: boating is just as bad today as it was last night
[07:57] Paris Noor (parisnoor): So far my flight is perfect not sucks
[07:57] Rich Reynaud: Crossings have been great for me.

Obviously a week ago the question of whether the SNACK snafu had been solved by moving the Blake Sea Sims back to the main SL servers was still very much up in the air (no pun intended). Then over the next several days it became clear that the issues were not only in the Blake Sea and are seeming getting better.


Sounds like a good time to address another aspect of how lag is experienced in SL. To do that I have dusted off an old graphic we used to use for playing Kanker Greenacre's FLOG! golf game. Back when Flog was popular in SL even then avatars had to deal with sometimes poor performance of scripts as experienced by avatars whether golfing, flying, or sailing. In the days of Flog it was standard procedure to takr off torus tortured and flexy hair, AOs, and other scripted object worn on a avatar in order to play golf. The chart is just as valid for Sailing as for golf.

Back years ago when we had parts of six sims dedicated to Kanker FLog golf game it nearly a prerequisite for all players to take off flexy and torus tortured hair, not to mention AO. If you wore those they you could never be much of a competitor in Flog. Showing up on a tee with flexi tortured hair was a sure sign that you were not an experienced golfer.

This Flog chart is old and I am sure has been superseded by many issues not present at the time of the article. But it is amazing how many of the thoughts still run true. Don' look like a noob out there on the water or in the air. Use Best Practices when sailing or flying or any other activity that depends on keeping your viewer operating in Low Lag manners.

The items in red are the easiest to address and should be done before every race. The top two items are things you can control but need the application of time and money. And the first item (non-opitmal graphics card) can these days be expanded to refer to the entire computer.

I know a lot of aviators are aware of these issues as well. That is one of the reasons we have a personal lag meter reader in the southwest corner of Hollywood Airport so that aviators and passengers can quickly check their personal lagginess before getting on an airplane.

I think every yacht club out there should have one of these lag meter readers such as at the SW corner of SLHA. That way every skipper can tell in advance what is the likelihood of rough seas. Neptune knows and and sees all and if you venture off shore with serious flexi-hair and AO, and MistyTools, and all kinds of radars to tell about the sims ahead it will be those TOOLS that sink you more that the CPU in a machine somewhere far from hair and AO and pingers/pongers/and x-ray glasses. Let's not be be our worst enemies on the high seas.

The lovely Maiti Yenni has agreed to pose for us to show just how you can seriously reduce scripts and CPU time by carefully checking your avatar for scripts before you head out on the water. The top image shows Maiti as you might expect her to be seen in a non-sailing outfit. She is wearing 205 scriipts that use 354ns of CPU time.

In the second image you see here as she might be dressed for sailing. But check out the numbers. Scripts are down a bit, 154. CPU is down a to a more acceptable 78ns.

NOW when she pays attention to scripts you can see how much she has reducted her personal scripts and CPU time for the race. With only 4 scripts and 5ns CPU usage she has virtual stripped away all things that add personal lag to whatever else is happening.

Remember, lag is cumulative. He or she who gripes about sailing conditions while loaded up with personal scripts is like the fat lady who complains when the bed springs squeak. 

The references to the discussion about recent lag can be found on the Virtual World Sailing forum here.

Additional references to the issue can be found here.

2 comments:

Nber Medici said...

At the Tugby Dock (SLURL below), there is a free Script-O-Meter which counts the number of scripts that you are wearing. It is free to copy. When we play Tugby it is common practice to check our scripts before play.

http://maps.secondlife.com/secondlife/Santa%20Cruz/160/37/22

ZZ BOTTOM said...

http://sl.governormarley.com/?tag=avatar-draw-weight
it is a bit old bust still valid.
Right now it is a fact that scripts done cause as much lag as they used to.
Still the old rules still make sense.
Try to avoid the use of scripts in the avatar on or huds.
Make sure the avatar draw weight is not red.
You don't need to detach all, most mesh are far better then flexi or sculpts on the avatar rendering cost.
New hardware works much better with full graphics then without them, i can attest that using all graphics on ultra, with shadows and alm and draw distance set to 248m i still got average 20 fps when sailing.
And if i set shadows to none (even if now sl without them looks so dull and dated!) and turn off alm, then i got more then 300 fps at all times (yes, my gtx 780tii delivers that, but is not fun to be in sl looking at a screen like i was looking 4 years ago, with all the shining rendering engine that did turn it in a to'p notch graphics program).
Now the only thing that still causes lag no matter how god is your hardware, connection or whatever is:
The spike lag every time one teleports in or out of a region.
As we cant lock mainland as a whole or don't have var regions as open sim, we are at a dead end there.
Still, for the ones that are still using old dated computers, all the above are useless, Sl is very much demanding now even if much better visually and i doubt there is any solution for those ones.