There are 3 frame rates: *simulation*, *physics*, and *client*. Please, someone correct me if I am wrong: the *simulation fps* is how many simulation loops can be processed in a second, where each loop processes physics, scripting, region updates, etc; *physics* *fps* is just how many physics loops get processed per second, where each loop calculates collisions, gravity changes, and other movement updates for all appropriate objects in a region Both physics and simulation (phys/sim) fps are server-side. The fps the *client* is concerned with is graphics rendering on the viewer (firestorm, singularity, etc) and is literally how many visual frames/shots are displayed per second to the client. From a client point of view, 11fps is low because that is a low amount of image updates the client is visually seeing on their viewer. I am concerned with the simulation and physics FPSs being reported with highly inflated numbers. I want to use sim and phy FPSs as measures of how my region is performing but concerned that the correctionFactor of 5 is invalidly skewing these metrics, making both fps useless.
Michael, or anyone else, do you know why OpeSim ticks at 11 fps? Why 11? Is my understanding of what constitutes a "frame" correct? On Mon, Mar 2, 2015 at 1:37 PM, R.Gunther <ri...@rigutech.nl> wrote: > 11fps ? is that not very low. 22fps gives more rome or 33fps. > But i admit that i read fps maby wrong, and have nothing today with the > framerate or smoothness on the screen.. > > > > On 2015-03-02 19:28, Michael Emory Cerquoni wrote: > > The reason physics and scripting are locked at 11fps is because this is > what the OpenSimulator heartbeat ticks at, the reason it is multiplied is > to satisfy the viewer statistics, I am not sure its possible to have it > report the legitimate numbers without some wierd side effects, but I could > be wrong, you would have to experiment, I suspect though that changing this > could lead to a lot of badness. > > On Mon, Mar 2, 2015 at 1:23 PM, Sean M <mondesire.s...@gmail.com> wrote: > >> Greetings, >> >> We at the MOSES project have noticed Simulation and Physics frames per >> second (FPS) have a few issues that we are trying to resolve. The issues >> are producing suspicious performance statistics for the analysis of the >> current version of OpenSim that we are running. >> >> First, there is a correction >> factor (m_reportedFpsCorrectionFactor) that the raw SimFPS is multiplied >> by. The comment in the following line is a bit curious because it indicates >> that the FPS is artificially inflated to "lie" about the actual FPS being >> so low: >> >> OpenSim/Region/Framework/Scenes/SimStatsReporter.cs: Line 317 >> // We're going to lie about the FPS because we've been lying since >> 2008. The actual FPS is currently >> // locked at a maximum of 11. Maybe at some point this can change so >> that we're not lying. >> int reportedFPS = (int)(m_fps * m_reportedFpsCorrectionFactor); >> >> Also, lines 174 and 227 mention the use of this correction factor. >> >> Second, this multiplier also comes into play in the Scene where there >> is a MinFrameTime, which seems to be the minimum reported amount of time >> to process a frame: >> OpenSim/Region/Framework/Scenes/Scene.cs:Line 723 >> >> Both of these variables, the correction factor and MinFrameTime, are >> concerning from a statistics view point as they are generating skewed and >> massaged numbers; therefore, I have a few questions: >> >> 1) Is it commonly known that Sim and Phy FPSs are inflated to maintain >> the "lie"? And if so, will it be corrected to be an accurate reporting of >> processed frames per second? >> >> 2) What exactly are the definitions for OpenSim's Simulation (Sim) FPS, >> Physics (Phy) FPS and a frame (I have found conflicting and vague >> definitions on the wiki)? >> >> 3) What are the known performance consequences of setting the >> m_reportedFpsCorrectionFactor >> to 1 and MinFrameTime to 0? >> >> Thanks, >> Sean M. >> >> _______________________________________________ >> Opensim-dev mailing list >> Opensim-dev@opensimulator.org >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >> >> > > > -- > Michael Emory Cerquoni > > > _______________________________________________ > Opensim-dev mailing > listOpensim-dev@opensimulator.orghttp://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > > > > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@opensimulator.org > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > >
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