<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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                          <br>
                        </blockquote>
                      </div>
                      <br>
                      <br clear="all">
                      <br>
                      -- <br>
                      <div>Michael Emory Cerquoni</div>
                    </div>
                    <br>
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