It's hard to say without more description. You could have various wandering physical objects running around. There could be a physics situation that is causing significant load on the CPU, there could be other mitigating factors like requests timing out. Scripted objects could be interacting with the physics scene causing problems. Back up the region then isolate specifically what's causing the load.
Admittedly, there isn't too much that you can use to help out Two things that you can use to help isolate issues are the Top Colliders and the Top Scripts dialogs in the Estate tools. They'll typically highlight potentially high load objects. One of the other things that I've noticed over the course of OpenSimulator development is the quality of the connection between the user and the simulator matters when it comes to CPU usage. If the connection isn't good and you have 5 people, you may not notice issues but when you have 20 people where the connection isn't great, a significant amount of cpu time is spent just making sure that everyone gets all of the packets and data when they're sent. Regards Teravus On Wed, Sep 22, 2010 at 4:05 PM, Oliver Guerino <[email protected]> wrote: > Hi, > > I have the OpenSim version 0.6.9 installed on a server QuadCore Xeon 2.0 > with 12GB of RAM. When you have more than 20 avatars PhyFPS is connected to > around 35fps out why this might be happening? > > Oliver > > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > > _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
