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

Diva Canto diva at metaverseink.com
Mon Mar 2 21:10:11 UTC 2015


This has nothing to do with the viewer's fps. This is the tick of 
simulation, the rate at which state changes. Last time I checked, this 
was on an 89ms timer. There's not much gain in increasing this rate.

On 3/2/2015 1:00 PM, Mike Chase wrote:
> 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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