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11 does seem really low. I suppose someone has profiled this in the
past. Any idea what the bottleneck is. <br>
<br>
Mike<br>
<br>
<div class="moz-cite-prefix">On 3/2/15 3:54 PM, Dahlia Trimble
wrote:<br>
</div>
<blockquote
cite="mid:CAAQTD4WYiM+NHT==AXmShLMkEhPFeTPswTq5Q_Pp1qs6DiKnSA@mail.gmail.com"
type="cite">
<div dir="ltr">
<div>
<div>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.<br>
<br>
</div>
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.<br>
<br>
</div>
Raising the target above 11 would also likely induce issues as
other parts of the code assume 11 is the target.<br>
</div>
<div class="gmail_extra"><br>
<div class="gmail_quote">On Mon, Mar 2, 2015 at 11:16 AM, Sean M
<span dir="ltr"><<a moz-do-not-send="true"
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">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="HOEnZb">
<div class="h5">
<div class="gmail_extra"><br>
<div class="gmail_quote">On Mon, Mar 2, 2015 at 1:37
PM, R.Gunther <span dir="ltr"><<a
moz-do-not-send="true"
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><br>
<br>
<br>
On 2015-03-02 19:28, Michael Emory
Cerquoni wrote:<br>
</div>
</div>
</div>
<div>
<div>
<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
moz-do-not-send="true"
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>
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<br>
<br clear="all">
<br>
-- <br>
<div>Michael Emory Cerquoni</div>
</div>
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