Ran 100 timer events with a single if(++i > 100) inside. I suppose decrementing and comparing to 0 might be faster, but I also copy-pasted 100 inlined if clauses and the time to run them was negligible.
llSetTimerEvent(0.1) -> 59 s -> 490% overhead llSetTimerEvent(0.2) -> 59 s -> 195% overhead llSetTimerEvent(0.5) -> 59 s -> 18% overhead llSetTimerEvent(0.75) -> 81 s -> 8% overhead llSetTimerEvent(1.0) -> 108 s -> 8% overhead llSetTimerEvent(2.0) -> 209 s -> 4.5% overhead llSetTimerEvent(4.0) -> 407 s -> 1.75% overhead I am guessing that the overhead is, therefore, internal to the timer implementation. I haven't tested raw C# timers as comparison but 100ms is an eternity in modern computing, I can ping servers across the Atlantic ocean in less than that! I went through the code but I haven't yet found the part that handles timers. It's not in EventManager. Does anyone know what's going on? The code works fine in SL. Should I be posting this in the dev list? I'd like to see if I can fix it. Any thoughts on how to get fast timers in OpenSim? Faster computer? (I did check and was only getting about 20% CPU usage...) Porting them to a Real-Time operating system? :) _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
