[Opensim-dev] Sim and Phys Frames per Second (FPS) Issues

Mike Chase mike.chase at alternatemetaverse.com
Mon Mar 2 21:00:12 UTC 2015


11 does seem really low.  I suppose someone has profiled this in the 
past.  Any idea what the bottleneck is.

Mike

On 3/2/15 3:54 PM, Dahlia Trimble wrote:
> I believe 11 sim FPS is the target value. It would probably never go 
> above this, but a number consistently lower than 11 fps would indicate 
> performance problems. If the "lie" is simply a linear scaling, then it 
> would have no impact in the ability to use the number as a comparitive 
> statistic. since all such numbers would be similarly scaled.
>
> I also believe some of these numbers eventually make it to the viewers 
> and are used to adjust moving entity velocity when the sim is running 
> slowly. I'm not sure of the exact path but I think "time dilation" is 
> involved. Altering these values may induced undesirable movement 
> effects when the simulator is running slower than normal.
>
> Raising the target above 11 would also likely induce issues as other 
> parts of the code assume 11 is the target.
>
> On Mon, Mar 2, 2015 at 11:16 AM, Sean M <mondesire.sean at gmail.com 
> <mailto:mondesire.sean at gmail.com>> wrote:
>
>     There are 3 frame rates: /simulation/, /physics/, and /client/.
>     Please, someone correct me if I am wrong: the /simulation fps/ is
>     how many simulation loops can be processed in a second, where each
>     loop processes physics, scripting, region updates, etc; /physics/
>     /fps/ is just how many physics loops get processed per second,
>     where each loop calculates collisions, gravity changes, and other
>     movement updates for all appropriate objects in a region Both
>     physics and simulation (phys/sim) fps are server-side. The fps the
>     /client/ is concerned with is graphics rendering on the viewer
>     (firestorm, singularity, etc) and is literally how many visual
>     frames/shots are displayed per second to the client. From a client
>     point of view, 11fps is low because that is a low amount of image
>     updates the client is visually seeing on their viewer. I am
>     concerned with the simulation and physics FPSs being reported with
>     highly inflated numbers. I want to use sim and phy FPSs as
>     measures of how my region is performing but concerned that the
>     correctionFactor of 5 is invalidly skewing these metrics, making
>     both fps useless.
>
>     Michael, or anyone else, do you know why OpeSim ticks at 11 fps?
>     Why 11? Is my understanding of what constitutes a "frame" correct?
>
>     On Mon, Mar 2, 2015 at 1:37 PM, R.Gunther <rigun at rigutech.nl
>     <mailto:rigun at rigutech.nl>> wrote:
>
>         11fps ? is that not very low. 22fps gives more rome or 33fps.
>         But i admit that i read fps maby wrong, and have nothing today
>         with the framerate or smoothness on the screen..
>
>
>
>         On 2015-03-02 19:28, Michael Emory Cerquoni wrote:
>>         The reason physics and scripting are locked at 11fps is
>>         because this is what the OpenSimulator heartbeat ticks at,
>>         the reason it is multiplied is to satisfy the viewer
>>         statistics, I am not sure its possible to have it report the
>>         legitimate numbers without some wierd side effects, but I
>>         could be wrong, you would have to experiment, I suspect
>>         though that changing this could lead to a lot of badness.
>>
>>         On Mon, Mar 2, 2015 at 1:23 PM, Sean M
>>         <mondesire.sean at gmail.com <mailto:mondesire.sean at gmail.com>>
>>         wrote:
>>
>>             Greetings,
>>
>>             We at the MOSES project have noticed Simulation and
>>             Physics frames per second (FPS) have a few issues that we
>>             are trying to resolve. The issues are
>>             producing suspicious performance statistics for the
>>             analysis of the current version of OpenSim that we are
>>             running.
>>
>>             First, there is a correction
>>             factor (m_reportedFpsCorrectionFactor) that the raw
>>             SimFPS is multiplied by. The comment in the following
>>             line is a bit curious because it indicates that the FPS
>>             is artificially inflated to "lie" about the actual FPS
>>             being so low:
>>
>>             OpenSim/Region/Framework/Scenes/SimStatsReporter.cs: Line 317
>>             // We're going to lie about the FPS because we've been
>>             lying since 2008.  The actual FPS is currently
>>             // locked at a maximum of 11. Maybe at some point this
>>             can change so that we're not lying.
>>             int reportedFPS = (int)(m_fps *
>>             m_reportedFpsCorrectionFactor);
>>
>>             Also, lines 174 and 227 mention the use of this
>>             correction factor.
>>
>>             Second, this multiplier also comes into play in the Scene
>>             where there is a MinFrameTime, which seems to be the
>>             minimum reported amount of time to process a frame:
>>             OpenSim/Region/Framework/Scenes/Scene.cs:Line 723
>>
>>             Both of these variables, the correction factor and
>>             MinFrameTime, are concerning from a statistics view point
>>             as they are generating skewed and massaged numbers;
>>             therefore, I have a few questions:
>>
>>             1) Is it commonly known that Sim and Phy FPSs are
>>             inflated to maintain the "lie"? And if so, will it be
>>             corrected to be an accurate reporting of processed frames
>>             per second?
>>
>>             2) What exactly are the definitions for OpenSim's
>>             Simulation (Sim) FPS, Physics (Phy) FPS and a frame (I
>>             have found conflicting and vague definitions on the wiki)?
>>
>>             3) What are the known performance consequences of setting
>>             the m_reportedFpsCorrectionFactor to 1 and MinFrameTime to 0?
>>
>>             Thanks,
>>             Sean M.
>>
>>             _______________________________________________
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>>
>>
>>
>>
>>         -- 
>>         Michael Emory Cerquoni
>>
>>
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