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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0008057||opensim||[REGION] Physics Engines||public||2016-11-13 15:44||2017-05-27 14:59|
|Platform||PowerEdge 2970||OS||ubuntu||OS Version||11.10|
|Target Version||Fixed in Version|
|Summary||0008057: (OS 0.9.1) Many seated Avatars in region cause bad lag, high physics load in ubODE|
|Description||With about 40 avatars in one region (256x256, only 20 or so prims), and all but 2 avatars seated on mesh benches, the lag was huge - 5 minutes or so.|
Looking at Stats I notice that Physics Time is up around 20mS, Spare time at 0.
Why when Avatars are seated and therefore non-physical, is the Physics time so high?
|Steps To Reproduce||One region with seating, connect 40 Avatars and have them sit. Observe Stats.|
|Tags||No tags attached.|
|Git Revision or version number||f95fd65e3b197f09d8a5fa05551909e242c4896e 2016-06-26 15:47:54 -0700 (Unix/Mono)|
|Run Mode||Grid (1 Region per Sim)|
|Viewer||Singularity, CoolVL, etc|
those avatars should only be using physics for the camera cast rays.
but those should not be very frequently (??)
is one of those meshs heavy?
I don't have 40 avatars to try repo
removed redundant calls to physics for camera collision checks that where introduced at some point on 0.8
possible this is not the main problem...
Kitto Flora (reporter)
A large percentage of the Avs use mesh bodies and clothing, guess > 75%.
We will get that patch installed and run a load test.
Waki Janus (reporter)
|We also have daily events that attract 20+ avatars all laden down with mesh and scripts.|
avatar meshs are attachments and so not on physics, even if standing.
the camera collision test only looks for prims known to physics, from the camera position to avatar head. (slower if this path is included/intercepts their external bounds box on physics).
but again, it can be something else :(
|at lbsa and other osg regions running ubOde i never noticed outstanding physics load with just avatars.|
Any feedback on this?
LBSA with 21 avatars showed minimal ubOde load ( 0.91 dev master )
Waki Janus (reporter)
We did not get to test it by replicating previous situation as planned. The patch you provided was installed early last week. We immediately began to have serious grid issues. It became almost totally inoperable because sims we suddenly tying up all our memory. It became so bad that Kunta Kinte removed the patch and went back to our previous config. He said that the patch "must have some sort of memory leak as sims are tying up all the memory, which didn't happen before". As soon as he reverted the memory went back to previous levels.
We really appreciate the promptness of your response to the reported issue, and sorry this wasn't the solution we are all hoping for. Kitto is exploring other possibilities and has discovered on some sims buried objects which seem to be causing big physic load spikes. They maybe junk and stuff from OS 0.8.
We will keep in touch and hopefully you will be able to look at this some more.
meanwhile i did introduce a bug that was causing high use of memory
LBSA seems happy with OpenSim 0.9.1.0 Dev d8812ba: 2016-11-18 03:00:59 +0000 (Unix/Mono) as I type
|2016-11-13 15:44||Kitto Flora||New Issue|
|2016-11-13 15:58||UbitUmarov||Note Added: 0031276|
|2016-11-13 19:26||UbitUmarov||Note Added: 0031279|
|2016-11-13 20:37||Kitto Flora||Note Added: 0031280|
|2016-11-13 20:42||Waki Janus||Note Added: 0031281|
|2016-11-13 20:48||UbitUmarov||Note Added: 0031282|
|2016-11-13 20:51||UbitUmarov||Note Added: 0031283|
|2016-11-20 14:47||UbitUmarov||Note Added: 0031292|
|2016-11-20 15:56||Waki Janus||Note Added: 0031293|
|2016-11-20 18:13||UbitUmarov||Note Added: 0031294|
|2017-05-27 14:59||UbitUmarov||Assigned To||=> UbitUmarov|
|2017-05-27 14:59||UbitUmarov||Status||new => feedback|
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