<div dir="ltr">There are 3 frame rates: <i>simulation</i>, <i>physics</i>, and <i>client</i>. Please, someone correct me if I am wrong: the <i>simulation fps</i> is how many simulation loops can be processed in a second, where each loop processes physics, scripting, region updates, etc; <i>physics</i> <i>fps</i> 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 <i>client</i> 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.<div><br></div><div>Michael, or anyone else, do you know why OpeSim ticks at 11 fps? Why 11? Is my understanding of what constitutes a "frame" correct?</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Mon, Mar 2, 2015 at 1:37 PM, R.Gunther <span dir="ltr"><<a href="mailto:rigun@rigutech.nl" target="_blank">rigun@rigutech.nl</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
<div>11fps ? is that not very low. 22fps
gives more rome or 33fps.<br>
But i admit that i read fps maby wrong, and have nothing today
with the framerate or smoothness on the screen..<div><div class="h5"><br>
<br>
<br>
On 2015-03-02 19:28, Michael Emory Cerquoni wrote:<br>
</div></div></div><div><div class="h5">
<blockquote type="cite">
<div dir="ltr">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.<br>
</div>
<div class="gmail_extra"><br>
<div class="gmail_quote">On Mon, Mar 2, 2015 at 1:23 PM, Sean M
<span dir="ltr"><<a href="mailto:mondesire.sean@gmail.com" target="_blank">mondesire.sean@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">
<div><span style="font-size:12.8000001907349px">Greetings,</span></div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">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. </span></div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">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:</span></div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">OpenSim/Region/Framework/</span><span style="font-size:12.8000001907349px">Scene</span><span style="font-size:12.8000001907349px">s/SimStatsReporter.cs:
Line 317</span><span style="font-size:12.8000001907349px"><br>
</span></div>
<div>
<div><span style="font-size:12.8000001907349px">// We're
going to lie about the FPS because we've been lying
since 2008. The actual FPS is currently</span></div>
<div><span style="font-size:12.8000001907349px">//
locked at a maximum of 11. Maybe at some point this
can change so that we're not lying.</span></div>
<div><span style="font-size:12.8000001907349px">int
reportedFPS = (int)(m_fps *
m_reportedFpsCorrectionFactor);</span></div>
</div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">Also,
lines 174 and 227 mention the use of this correction
factor.</span></div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">Second,
this multiplier also comes into play in the Scene
where there is a </span><span style="font-size:12.8000001907349px">MinFrameTime,
which seems to be the minimum reported amount of time
to process a frame:<br>
</span><span style="font-size:12.8000001907349px">OpenSim/Region/Framework/</span><span style="font-size:12.8000001907349px">Scene</span><span style="font-size:12.8000001907349px">s/Scene.cs:Line
723</span></div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">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:</span></div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">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?</span></div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">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)?</span></div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">3) What
are the known performance consequences of setting the </span><span style="font-size:12.8000001907349px">m_reportedFpsCorrectionFactor
to 1 and </span><span style="font-size:12.8000001907349px">MinFrameTime to
0?</span></div>
<div><span style="font-size:12.8000001907349px"><br>
</span></div>
<div><span style="font-size:12.8000001907349px">Thanks,</span></div>
<div><span style="font-size:12.8000001907349px">Sean M.</span></div>
</div>
<br>
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</blockquote>
</div>
<br>
<br clear="all">
<br>
-- <br>
<div>Michael Emory Cerquoni</div>
</div>
<br>
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