[Opensim-dev] [Non-DoD Source] Re: Still on Sim and Phys Frames per Second (FPS)

Shy Robbiani shy.robbiani at gmail.com
Tue Nov 17 15:52:59 UTC 2015


I'm very happy with the solution as it is now. It's the result of a
democratical process. Respectful discussion is necessary to find a solution
that works for all, keep that in mind before blaming each other and
starting a drama next time.

On Tue, Nov 17, 2015 at 7:08 AM, Teravus Ovares <teravus at gmail.com> wrote:

> While I understand your frustration here is more about who made the change
> and who it's connected to which is a political thing...   For me, it's not
> at all a political problem and entirely a technical problem.    Nobody knew
> during the 3 months you mentioned.....   the affect it would have on
> existing viewers.
>
> It certainly wasn't DISCLOSED BY YOU that that the change would make
> viewers with a Lag meter show the sims as perpetually laggy.
>
> I'm not saying that you did anything wrong... at that point...  you
> probably didn't know either...  since, you said for yourself,  for the most
> part you're using your own WebGL stuff because the viewer licensing is very
> complex.
>
> Even though before, I didn't think you were doing anything wrong....   ,
> now... I feel like you ARE doing something wrong in the way that you're
> handling this.
>
> What cost are you willing to accept to make a stat accurate and NOT make
> some kind of compromise like I suggested... ,that Melanie had ALREADY
> implemented by the time I suggested it?   Are you willing to make
> OpenSimulator less usable for many users so you can have certain bits in
> the stream in a certain spot and are not happy with it being in a separate
> spot to keep everything usable for a wide audience?
>
> I understand that you 'were' trying to help.   However, it seems to have
> morphed into an attempt at manipulation through politics.  I know you're
> frustrated...    I understand that it is HARD to work in groups and
> coordinate teams.   I have dealt with this MANY times during my
> OpenSimulator contributions.   It is super frustrating when I'm super
> excited about a nifty new functionality that I contributed...   only to
> have someone in core say it breaks something important and have it forced
> to be relegated to a configuration option...   It is frustrating..   it
> really is.   However, when working with teams...  GOOD communication and
> coordination is REQUIRED.   I cannot go on my own and expect everything to
> be nice and simple when I hand over a slab of code that I worked on
> separately.  I also can't make tsunami waves until I make some normal sized
> waves that people enjoy surfing.   While communicating with someone...
> the onus is on me, being the one doing the communicating, to be sure that
> the other party understands and receives my message clearly.  I can't
> expect them to read my mind or react well to increasing frustration.
> Frustration is an unfortunate part of the code contribution process.   Have
> you ever contributed code to Linux? Are you ready to have your coding
> skills over analysed by hundreds of developers..   some of whom have
> absolutely no manners?
>
> Then, you made a public stink about reporting statistics.  Which was cool
> because we do want accurate stats...   I said before that I wanted accurate
> statistics (It has been repeated in these communications multiple times)...
>  however I WARNED to be careful with the stats because of the viewer
> issues.
>
> In the end, it DID cause problems with the viewer.  Unfortunately, for us,
> it is entirely impractical to expect all viewers to change...  When the
> viewer developers DO make concessions and change, we are EXTREMELY
> grateful.  Those viewer code bases are NOT easy to deal with.   In the end,
> the only thing that I have control over is myself.
>
> So, technical solutions were proposed....   and here's where I think it
> went wrong.    Instead of compromising and working out a solution
> constructively...    there was all of this drama and finger pointing...
>  and instead of dealing with it constructively you struck out against the
> fact that it was there and made accusations against people based on their
> affiliations.    Then, you doubled down on that....    all the while, a
> simple fix to what now was a BUG was implemented to resolve the issue for
> the immediate...  and ACTUAL constructive solutions were being devised and
> implemented for the long term.
>
> From a technical perspective, it is super simple to report the 'accurate
> stats' in another place and make sure it's highly documented.      SIMPLE
> to do.   It doesn't require all of this drama...
>
> Much like you called out the code on the FPS issue, I'm calling you out on
> the political drama now.  It is entirely unnecessary and even harmful at
> this point.  Instead of focusing on a solution that will work for
> everyone..    you're sticking on this one thing...  over and over again.
> How many times can you beat that dead horse?  Thank you for letting us
> know.   The community is aware of that issue now.  You have successfully
> brought it to our attention and solutions are being devised and implemented
> so proper testing can be done..  if not by you then other people.
>
> "The  bridges  are burned.",   OK.   That's a stance of someone who
> doesn't really care anymore.     I'm fine with that.    For me, it means,
> less drama, more constructive solutions.  Again, you successfully brought
> that issue to our attention.  Thank you for your contributions to
> OpenSimulator and I wish you well in your future endeavors.  May they be
> awesome and innovative and wildly successful.
>
> Lets move on to other technical issues.
>
> Regards
>
> Teravus
>
>
>
> On Mon, Nov 16, 2015 at 8:56 PM, dz <dz at bitzend.net> wrote:
>
>>
>>
>> On Mon, Nov 16, 2015 at 7:33 PM, Teravus Ovares <teravus at gmail.com>
>> wrote:
>>
>>> Regarding this...    why are we not co-opting a different, currently
>>> unused, sim stats for the OpenSimulator 'Real performance' counter?   There
>>> are many unused simstats.    If we keep the fudge factor on the main one,
>>> the viewer lag meter are happy, and we put the real value in a different
>>> sim-stat, the performance analysis can take place accurately.
>>>
>>>>
>>>>
>> Teravus..
>>
>> The whole point of starting this conversation  was that WE HAD THESE
>> CONVERSATIONS..  We had a community forum discussion on how to implement
>>  reporting of the correct statistics.   The Moses group found a comment
>> buried in the source code and asked about  WHY someone decided to multiply
>> the Physics frame rate  ( which is LOCKED at 11 FPS ) by a factor of 5...
>>   No one on core  could really  explain it until Justin suggested reaching
>> out to you..  That grew into a discussion of  whether it made any sense to
>> continue to report  "politically correct" numbers   or  the  actual Physics
>> frame rate.    The overwhelming  majority of the people who responded
>>  indicted that it didn't make ANY sense to continue reporting the bad
>> stats.    The answers we got from the core team  was that it might break
>> performance monitoring scripts   or have an effect on some internal
>> calculations...  There was an extended  period of discussion to allow folks
>> to make suggestions or comment on the things that would break    It took
>> almost 3 months  from the beginning  of the discussion to the time it was
>> applied.  There was NO guidance from core that it was in any way important
>> to maintain the functionality of an obscure feature in some un-maintained
>>  viewer code.
>>
>> The objection I raised to begin this debacle  was that it seemed like  a
>> member of core had just randomly decided that after 3 months of asking
>> folks to jump through hoops,  and then  6 months  of  having the sky NOT
>> fall, it was ok to make a unilateral decision to revert the patch ( or
>>  override it  with some new  hidden config  variable  that would only
>> continue the confusion about what the actual Physics FPS rate was).
>>
>> After all is  said and  done...It still seems to me  like that is  the
>> situation...   I have  given up trying to get any real discussion  about
>>  who it was that demanded  that we revert the patch so their  NON ACCURATE
>> lag meter  blinks green instead of red.  We have heard form  other grid
>> owners,  we have heard from viewer devs,  we have heard from academics
>>  whose reputations  may have been tarnished by publishing incorrect data.
>> Bottom Line... One  core  member  has decided that it is ok to ignore the
>> efforts  of this forums  community  and introduced a solution that lets the
>> same code base  report  55 OR 11  for the exact same statistic in the exact
>> same  code base,  Its also been decided  that it is  STILL correct to add
>> yet another level of complexity and possible  source of confusion to the
>> situation by renaming  our  Fudge factor/lie   the  NORMALIZED number.
>>
>> I can't  code like members of core,  I can't seem  to influence the
>> decisions  they are determined to make with regards to this insanity..
>>  This is not a technically  complicated  issue...  it is simply a matter of
>> making a decision about  what is  correct.   Apparently " correct "  is
>> related to the Euros that some unknown benefactor is willing to put up  to
>> make the lights blink green.  WE  ( nearly 95% of everyone  who
>> participated in the original period of discussion)  had agreed that
>> reporting the correct number was the right thing to do    MOSES spent
>> manpower and money  to go through the process of  getting a patch
>> submitted/corrected, and applied,   It  WAS NOT a problem for anyone
>>  except for some unknown users  on some unnamed  grid (  who have YET to
>> speak for themselves ).  My objection remains...  It is NOT proper  to  be
>> able to bypass the  community decision making nature WE assumed  was the
>> proper mechanism  to resolve  such issues.     We have  had  close to 150
>> posts on this topic in the past 2 weeks  and  NO ONE has been able to
>> explain why it is the correct decision  to revert the patch  AND ignore the
>> requests and  almost unanimous agreement  that the way things have been for
>> 6 months was the  best technical  and political decision.
>>
>> I am committed to making OpenSim  work..  I am sure there are  folks who
>> have seen this debacle unfold  who are now less committed  or interested in
>> trying to participate
>> with a technical group that believes it is  politically  "correct" to set
>> such a precedent ( ignoring community forum input in favor of backroom
>> "deals")...   How  can there possibly be a level of confidence in the
>> platform/community if it takes 9 months to come to an agreement   that  a
>> Physics Frame Rate  that is LOCKED at 11FPS  should not be reported at  11
>> FPS???   Its  not  a complicated  situation,  It isn't a hard  question...
>> But it has turned into a real eye opener  on the inside workings of this
>> project for me (and from the  comments I've received offline, for a large
>> number of others).
>>
>> The lag meter didn't work before the numbers changed. At best  it was  a
>> random guess that was likely at least 10% off.  The original code would
>> cast the floating point FPS number to an int  before multiplying  by some
>> random factor of 5  to make sure that jitter  didnt  skew it wildly... It
>> STILL  doesn't  work.  Even the viewer devs  who participated and  went
>> through the trouble  to correct for the  11FPS number  told us,  the %
>> levels  at  which the lights are  green, yellow , or red  are  different
>> for OpenSim and  "that other grid".   Melanies'  solution means  that now
>> they have to rework their code to use her new  magical mechanism to
>> transmit the number 5  from Opensim to the viewer so it can do the
>> multiplication...It also means  that  grid operators  have to be able to
>> explain why the same stat on different grids  can be  just as correct  when
>> it says  11  as when it says  55.    That's not my problem, but I feel
>> sorry  for the  honest grid operators  who choose to tell the truth, and
>> face  charges  that their grid is 5x slower  than some other grid  where
>> the admin doesn't even know enough to change the new  INI config value.
>>
>> Do I sound  frustrated  yet?
>>
>> Please  don't  ask that question NOW..  The  bridges  are burned.
>>
>>
>>
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