<div dir="ltr">Raising the target frequency will *very likely* cause problems with many part of the simulation involving motion. Many parts of the code assume a 11fps maximum rate and they may not be documented as such or even be easy to understand. I *strongly* suggest that the 11fps target is *not* raised.<br></div><div class="gmail_extra"><br><div class="gmail_quote">On Mon, Mar 2, 2015 at 1:31 PM, Diva Canto <span dir="ltr"><<a href="mailto:diva@metaverseink.com" target="_blank">diva@metaverseink.com</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">
BTW, I don't know why the stats reporter multiplies by a factor,
maybe to stay backwards compatible with some perception that people
expected? Simulation FPS is supposed to be constant. In the case of
OpenSim, the user experience doesn't change if we increase this rate
beyond 11/sec. If it goes below that, however, then that's a sign
that the simulation is stressed.<br>
<br>
I refer anyone interested in this to documentation about simulations
in general. Here's a good tutorial that I point students to in one
of my courses:<br>
<a href="http://buildnewgames.com/real-time-multiplayer/" target="_blank">http://buildnewgames.com/real-time-multiplayer/</a><br>
Scroll down to the part about "game loops"<div><div class="h5"><br>
<br>
<div>On 3/2/2015 11:16 AM, Sean M wrote:<br>
</div>
<blockquote type="cite">
<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><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 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>
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