Raising the target frequency will *very likely* cause problems with many part of the simulation involving motion. Many parts of the code assume a 11fps maximum rate and they may not be documented as such or even be easy to understand. I *strongly* suggest that the 11fps target is *not* raised.
On Mon, Mar 2, 2015 at 1:31 PM, Diva Canto <[email protected]> wrote: > 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 <[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]> 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 >>> [email protected] >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >>> >>> >> >> >> -- >> Michael Emory Cerquoni >> >> >> _______________________________________________ >> Opensim-dev mailing >> [email protected]http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >> >> >> >> _______________________________________________ >> Opensim-dev mailing list >> [email protected] >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >> >> > > > _______________________________________________ > Opensim-dev mailing > [email protected]http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > > > > _______________________________________________ > Opensim-dev mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > >
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