BTW, I don't know why the stats reporter multiplies by a factor, maybe to stay backwards compatible with some perception that people expected? Simulation FPS is supposed to be constant. In the case of OpenSim, the user experience doesn't change if we increase this rate beyond 11/sec. If it goes below that, however, then that's a sign that the simulation is stressed.

I refer anyone interested in this to documentation about simulations in general. Here's a good tutorial that I point students to in one of my courses:
http://buildnewgames.com/real-time-multiplayer/
Scroll down to the part about "game loops"

On 3/2/2015 11:16 AM, Sean M 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 <ri...@rigutech.nl <mailto: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
    <mailto: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.

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-- Michael Emory Cerquoni


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