Actually, the reason that I mentioned scripts is because I've seen some scripts fire tiny interval timers that move things around rapidly in the scene, set things physical, then phantom.. non-phantom,.... move the object around again.. etc.
Get a group of those going and you're giving the physics plugin a run for it's money and that can lead to an increase in the amount of time it takes to process a frame.. which will lead to a lower frame rate. Regards Teravus On Thu, Sep 23, 2010 at 5:46 PM, Serendipity Seraph <[email protected]> wrote: > > On Sep 22, 2010, at 9:39 PM, Karen Palen wrote: > > I can add one more datum point to this, I have the latest Diva distro > (V0.7.0.2) standalone running on an Athlon triple core 3X 445 with very > light cpu load up to 5 users - the most I have tried. I documented this in > the wiki running on my Intel I7 machine, but the MUCH lower performance low > end Athlon (by about 200X!) is giving very similar results. The Athlon was > simply chosen as the cheapest CPU on th e market last month (US$64) and has > proven to be quite adequate for 10 regions. > > The major limit seems to be the IO bandwidth of my consumer cable > connection. As noted previously, this dramatically increases CPU usage as > the IO "maxes out". > > As Teravus commented, scripted objects and things like collisions make a > far greater difference than the basic region maintenenace. > > > Why would most scripts make that much difference unless they are still all > getting a huge amount of memory? Is the script engine that bad? Does it > have to be? Since not that many things are usually moving about to > collide it seems a bit odd that that would so much difference either. How > are these things validated? > > - seren > > > Try it out for yourself on: http://mars-simulator.hobby-site.org:9000/wifi > > Karen > > > On Wed, Sep 22, 2010 at 1:05 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 > > > > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > >
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