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    <div class="moz-cite-prefix">Again, for people interested in
      learning more about these design issues, and the tradeoffs of
      different choices, I highly recommend this tutorial and associated
      code:<br>
      <a class="moz-txt-link-freetext" href="http://buildnewgames.com/real-time-multiplayer/">http://buildnewgames.com/real-time-multiplayer/</a><br>
      <br>
      It's a wonderful little example that explains how interactive
      multi-user client-server simulations work. 100x simpler than
      OpenSim, but essentially the same concepts. It doesn't explain
      time dilation, but it's not hard to see where that comes in: in
      varying the time window of the physics loop. The update
      (simulation) loop is mainly about notifying clients about changes
      in the state of the simulation. We want the physics simulation to
      be high fidelity (meaning high loop rate), and the client updates
      to be as low as possible (low update loop rate).  <br>
      <br>
      On 3/3/2015 2:09 AM, Tom Bess wrote:<br>
    </div>
    <blockquote
      cite="mid:3E65F66E-F365-4E7C-83D9-4574E08F9F3B@bessacarr.com"
      type="cite">
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      <div>Thanks. You have clarified much. I realised the rift is
        viewer control but was not so clear about the
        impact/relationship between viewer and server frame rates  and
        the interpolation needed.</div>
      <div><br>
      </div>
      <div>Thanks again.</div>
      <div><br>
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           CITP</span>
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      <div><br>
        On 3 Mar 2015, at 09:08, Dahlia Trimble <<a
          moz-do-not-send="true" href="mailto:dahliatrimble@gmail.com">dahliatrimble@gmail.com</a>>
        wrote:<br>
        <br>
      </div>
      <blockquote type="cite">
        <div>
          <div dir="ltr">
            <div>
              <div>
                <div>
                  <div>
                    <div>If my memory is correct, SL sims run at a
                      default of 45 frames/second. OpenSimulator runs at
                      11. I'm not certain exactly why 11 was chosen but
                      I do know that increasing it increases the amount
                      of work the simulator must do. E.g., if you go
                      from 11 to 45 you quadruple the work the simulator
                      must do<br>
                      <br>
                    </div>
                    The only signal I'm aware of that affects the viewer
                    is "time dilation". This value varies from 0.0 to
                    1.0 where 1.0 indicates the simulator is running at
                    full speed. If for some reason the physics engine
                    cannot keep up with the simulation it can signal the
                    viewers to slow movement. This value is sent with
                    many UDP packets that are involved with the scene
                    and moving objects, so the viewers will know this
                    value as timely as possible.<br>
                    <br>
                  </div>
                  Running the simulation at 11 fps shoudl *not* affect
                  devices such as the Rift as the camera is controlled
                  entirely viewer side except under special
                  circumstances such as a user surrendering camera
                  control to a script. The viewer frame rate is
                  *entirely independent* of the simulator frame rate and
                  will run as fast as the hardware allows if configured
                  to do so.<br>
                  <br>
                </div>
                Choosing an appropriate simulation frame rate would
                involve weighing the tradeoffs between simulation
                workload and responsiveness to user controls such as
                those that control avatar position movement. Bear in
                mind that there are also network delays involved; a
                simulation running at 11 frames/second will respond to a
                user control every 89 ms but there will also be
                round-trip network delays which may typically be 100-200
                ms but as high as 1.5 seconds or more. Increashing the
                simulation frame rate will likely not produce a
                perceivable difference in performance but will
                *significantly reduce* the capacity of the simulator to
                do things like host more avatars and scripted objects.<br>
                <br>
              </div>
              Also bear in mind that much of the code assumes 11
              frames/second and raising that may create motion-related
              and other bugs that may not be apparent until much later.
              OpenSimulator is tuned to function properly at 11
              frames/second.<br>
              <br>
            </div>
            To recap: the user camera is for the most part entirely
            controlled within the viewer and is unaffected by simulation
            frame rate. As such devices such as the Rift which
            manipulate the camera will not be affected.<br>
          </div>
          <div class="gmail_extra"><br>
            <div class="gmail_quote">On Tue, Mar 3, 2015 at 12:09 AM,
              Tom Bess <span dir="ltr"><<a moz-do-not-send="true"
                  href="mailto:tom.willans@bessacarr.com"
                  target="_blank">tom.willans@bessacarr.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="auto">
                  <div><br>
                    I am reporting a comparison between sl and opensim
                    and did not realise this. Does sl run at a true
                    55fps? If so why bother?  Presumably the viewer
                    needs 55fps sent to it to get its calculations
                    correct as at 11fps opensim does the same at sl
                    albeit in larger steps. </div>
                  <div><br>
                  </div>
                  <div>Would a faster fps improve the accuracy of
                    devices such as the rift by having to interpolate
                    over a shorter period of time? Admittedly I suspect
                    viewer rendering needs to be improved as well as
                    this aspect is holding my experience back. </div>
                  <div><br>
                  </div>
                  <div>I understand that other aspects may assume that
                    11fps is a fixed constant and not allow for this to
                    change presumably that can be changed but you guys
                    know more here.</div>
                  <div><br>
                  </div>
                  <div>Thanks for the guide btw. </div>
                  <div><br>
                    <span style="font-family:Helvetica;font-size:medium">Tom
                      Willans  BSc(Hons)  MBCS  CITP</span>
                    <div>Chartered IT Professional<br
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                      <span
                        style="font-family:Helvetica;font-size:medium"></span><br
                        style="font-family:Helvetica;font-size:medium">
                      <span
                        style="font-family:Helvetica;font-size:medium">Managing
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                          href="tel:%2B44%20%280%29121%20288%200281"
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                        style="font-family:Helvetica;font-size:medium">
                      <span
                        style="font-family:Helvetica;font-size:medium">email:
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                          href="mailto:tom.willans@bessacarr.com"
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                      <span
                        style="font-family:Helvetica;font-size:medium">skype:
                        tom.willans</span><br
                        style="font-family:Helvetica;font-size:medium">
                      <span
                        style="font-family:Helvetica;font-size:medium">Second
                        Life and OSGrid: Tom Tiros</span>
                      <div><span
                          style="font-family:Helvetica;font-size:medium"><br>
                        </span></div>
                      <div><span
                          style="font-family:Helvetica;font-size:medium">Sent
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                  <div>
                    <div class="h5">
                      <div><br>
                        On 3 Mar 2015, at 05:18, Sean M <<a
                          moz-do-not-send="true"
                          href="mailto:mondesire.sean@gmail.com"
                          target="_blank">mondesire.sean@gmail.com</a>>
                        wrote:<br>
                        <br>
                      </div>
                      <blockquote type="cite">
                        <div>Thanks Justin, Dahlia, Michael, and
                          everyone. I now have a better understanding of
                          the way FPS is calculated and of the
                          correction factor. 
                          <div><br>
                          </div>
                          <div>-Sean M. <span></span><br>
                            <br>
                            On Monday, March 2, 2015, Justin Clark-Casey
                            <<a moz-do-not-send="true"
                              href="mailto:jjustincc@googlemail.com"
                              target="_blank">jjustincc@googlemail.com</a>>
                            wrote:<br>
                            <blockquote class="gmail_quote"
                              style="margin:0 0 0 .8ex;border-left:1px
                              #ccc solid;padding-left:1ex">I think this
                              has already been said but just to
                              summarize.<br>
                              <br>
                              * The 11 fps are the number of scene
                              frames processed - opportunities where
                              avatars may be notified about changes in
                              the scene.<br>
                              <br>
                              * Each of these scene frames is associated
                              with a physics process where 5 physics
                              frames are processed in each frame. Hence
                              11 * 5 = 55 fps.<br>
                              <br>
                              * Why this number?  Others may know better
                              but my guess is that it's related to the
                              frequency of updates expected by the
                              viewer.  Teravus may well know more if
                              he's still around.<br>
                              <br>
                              * Changing m_reportedFpsCorrectionFactor
                              will do nothing except change the server
                              FPS stat.<br>
                              <br>
                              * Changing MinFrameTime will change the
                              number of scene frames.  From my work in
                              the past, you would also need to adjust
                              other parameters like physics frames to
                              stop things going haywire (this was with
                              ODE, Bullet might work differently).  I
                              expect you also wouldn't gain much if
                              anything in scene fidelity.<br>
                              <br>
                              On 02/03/15 18:23, Sean M wrote:<br>
                              <blockquote class="gmail_quote"
                                style="margin:0 0 0 .8ex;border-left:1px
                                #ccc solid;padding-left:1ex">
                                Greetings,<br>
                                <br>
                                We at the MOSES project have noticed
                                Simulation and Physics frames per second
                                (FPS) have a few issues that we are
                                trying<br>
                                to resolve. The issues are producing
                                suspicious performance statistics for
                                the analysis of the current version of<br>
                                OpenSim that we are running.<br>
                                <br>
                                First, there is a correction factor (m_reportedFpsCorrectionFactor)
                                that the raw SimFPS is multiplied by.
                                The comment in<br>
                                the following line is a bit curious
                                because it indicates that the FPS is
                                artificially inflated to "lie" about the
                                actual<br>
                                FPS being so low:<br>
                                <br>
                                OpenSim/Region/Framework/__Scenes/SimStatsReporter.cs:
                                Line 317<br>
                                // We're going to lie about the FPS
                                because we've been lying since 2008. 
                                The actual FPS is currently<br>
                                // locked at a maximum of 11.  Maybe at
                                some point this can change so that we're
                                not lying.<br>
                                int reportedFPS = (int)(m_fps *
                                m_reportedFpsCorrectionFactor);<br>
                                <br>
                                Also, lines 174 and 227 mention the use
                                of this correction factor.<br>
                                <br>
                                Second, this multiplier also comes into
                                play in the Scene where there is a
                                MinFrameTime, which seems to be the
                                minimum<br>
                                reported amount of time to process a
                                frame:<br>
                                OpenSim/Region/Framework/__Scenes/Scene.cs:Line
                                723<br>
                                <br>
                                Both of these variables, the correction
                                factor and MinFrameTime, are concerning
                                from a statistics view point as they are<br>
                                generating skewed and massaged numbers;
                                therefore, I have a few questions:<br>
                                <br>
                                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<br>
                                an accurate reporting of processed
                                frames per second?<br>
                                <br>
                                2) What exactly are the definitions for
                                OpenSim's Simulation (Sim) FPS, Physics
                                (Phy) FPS and a frame (I have found<br>
                                conflicting and vague definitions on the
                                wiki)?<br>
                                <br>
                                3) What are the known performance
                                consequences of setting the
                                m_reportedFpsCorrectionFactor to 1 and
                                MinFrameTime to 0?<br>
                                <br>
                                Thanks,<br>
                                Sean M.<br>
                                <br>
                                <br>
                                _______________________________________________<br>
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                                  target="_blank">http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev</a><br>
                                <br>
                              </blockquote>
                              <br>
                              <br>
                              -- <br>
                              Justin Clark-Casey (justincc)<br>
                              OSVW Consulting<br>
                              <a moz-do-not-send="true"
                                href="http://justincc.org"
                                target="_blank">http://justincc.org</a><br>
                              <a moz-do-not-send="true"
                                href="http://twitter.com/justincc"
                                target="_blank">http://twitter.com/justincc</a><br>
                              _______________________________________________<br>
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                            </blockquote>
                          </div>
                        </div>
                      </blockquote>
                      <blockquote type="cite">
                        <div><span>_______________________________________________</span><br>
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                        </div>
                      </blockquote>
                    </div>
                  </div>
                </div>
                <br>
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                  href="mailto:Opensim-dev@opensimulator.org">Opensim-dev@opensimulator.org</a><br>
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                <br>
              </blockquote>
            </div>
            <br>
          </div>
        </div>
      </blockquote>
      <blockquote type="cite">
        <div><span>_______________________________________________</span><br>
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              href="mailto:Opensim-dev@opensimulator.org">Opensim-dev@opensimulator.org</a></span><br>
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              href="http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev">http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev</a></span><br>
        </div>
      </blockquote>
      <br>
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      <br>
      <pre wrap="">_______________________________________________
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</pre>
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