This has nothing to do with the viewer's fps. This is the tick of simulation, the rate at which state changes. Last time I checked, this was on an 89ms timer. There's not much gain in increasing this rate.

On 3/2/2015 1:00 PM, Mike Chase wrote:
11 does seem really low. I suppose someone has profiled this in the past. Any idea what the bottleneck is.

Mike

On 3/2/15 3:54 PM, Dahlia Trimble wrote:
I believe 11 sim FPS is the target value. It would probably never go above this, but a number consistently lower than 11 fps would indicate performance problems. If the "lie" is simply a linear scaling, then it would have no impact in the ability to use the number as a comparitive statistic. since all such numbers would be similarly scaled.

I also believe some of these numbers eventually make it to the viewers and are used to adjust moving entity velocity when the sim is running slowly. I'm not sure of the exact path but I think "time dilation" is involved. Altering these values may induced undesirable movement effects when the simulator is running slower than normal.

Raising the target above 11 would also likely induce issues as other parts of the code assume 11 is the target.

On Mon, Mar 2, 2015 at 11:16 AM, Sean M <[email protected] <mailto:[email protected]>> wrote:

    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 <[email protected]
    <mailto:[email protected]>> 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
        <[email protected] <mailto:[email protected]>>
        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.

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