[Opensim-dev] Fancy a smoothie (ish)?
Mic Bowman
cmickeyb at gmail.com
Fri Oct 14 03:22:41 UTC 2011
have you measured the latency from the time the region crossing is initiated
until it completes and the root agent is established in the adjacent region?
On Thu, Oct 13, 2011 at 4:37 PM, Justin Clark-Casey <
jjustincc at googlemail.com> wrote:
> Hi folks. I've had reason recently to investigate why flying across a
> region can feel quite jerky.
>
> It seems that one solution is to increase the number of
> ImprovedTerseObjectUpdate packets that OpenSim sends out when the avatar is
> moved. I'm assuming that more packets means smaller and more frequent
> corrections of avatar position extrapolation by the viewer.
>
> At the moment, we only send out 11 ish packets per second. Increasing this
> to 22 makes avatar flying much smoother subjectively.
>
> You can do this via a new set of config parameters added to the bottom of
> the [Startup] config section of OpenSimDefaults.ini on commit 4e7d433.
>
> In OpenSimDefaults.ini you can see the lines (minus comments)
>
> MinFrameTime = 0.089
> UpdateObjectsEveryNFrames = 1;
> UpdateAgentsEveryNFrames = 1;
> UpdateEntityMovementEveryNFram**es = 1;
> UpdateCoarseLocationsEveryNFra**mes = 50;
> UpdatePhysicsEveryNFrames = 1;
> UpdateTempCleaningEveryNFrames = 1000;
> UpdateEventsEveryNFrames = 1;
> UpdateTerrainEveryNFrames = 50;
> UpdateStorageEveryNFrames = 200;
>
> At the moment we need to halve MinFrameTime and double all the Update*
> params except UpdateAgentsEveryNFrames. You can do this by overriding the
> defaults with the following parameters at the bottom of the [Startup]
> section of OpenSim.ini.
>
> MinFrameTime = 0.0445
> UpdateObjectsEveryNFrames = 2;
> UpdateAgentsEveryNFrames = 1;
> UpdateEntityMovementEveryNFram**es = 2;
> UpdateCoarseLocationsEveryNFra**mes = 100;
> UpdatePhysicsEveryNFrames = 2;
> UpdateTempCleaningEveryNFrames = 2000;
> UpdateEventsEveryNFrames = 2;
> UpdateTerrainEveryNFrames = 100;
> UpdateStorageEveryNFrames = 400;
>
> My subjective experience is that horizontal avatar flying feels much
> smoother on my local standalone and on a remote system. However, this is
> only the case once everything has finished loading and if you aren't being
> spammed by spurious ObjectUpdates from prims, as discussed very recently in
> this list. You can prevent spamming by making sure your client bandwidth is
> suitable for your connection quality or by setting enable_adaptive_throttles
> = true in [ClientStack.LindenUDP].
>
> I've no idea how this will perform on a more heavily loaded sim,
> particularly as we're currently achieving this change by halving the time
> that physics has to update and avatar location is updating twice for every
> physics update. But if you try this I'd be interested in any feedback.
>
> Also, please feel free to tweak the settings in other ways but we cannot
> provide any support.
>
> --
> Justin Clark-Casey (justincc)
> http://justincc.org/blog
> http://twitter.com/justincc
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