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<div class="moz-cite-prefix"><tt>This is now a non-issue. </tt><tt>The
patch taken in a few months ago was incomplete, as it happens so
many times with code that's in between releases. </tt><tt>OpenSim
as of now (and on the 0.8.2.0 release) supports both behaviors:
the lag-meter-happy one and the actual physics fps. Grid
operators can choose. End of story.<br>
</tt><tt> <br>
<br>
</tt>On 11/16/2015 8:56 PM, dz wrote:<br>
</div>
<blockquote
cite="mid:CADyQTWrM46VUbW8GZJ5J+CA-+MXfemT1TuqzNd7ZEgPhJ0BtnQ@mail.gmail.com"
type="cite">
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<div class="gmail_quote">On Mon, Nov 16, 2015 at 7:33 PM,
Teravus Ovares <span dir="ltr"><<a
moz-do-not-send="true" href="mailto:teravus@gmail.com"
target="_blank"><a class="moz-txt-link-abbreviated" href="mailto:teravus@gmail.com">teravus@gmail.com</a></a>></span> wrote:<br>
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0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex">
<div dir="ltr">Regarding this... why are we not
co-opting a different, currently unused, sim stats for
the OpenSimulator 'Real performance' counter? There
are many unused simstats. If we keep the fudge factor
on the main one, the viewer lag meter are happy, and we
put the real value in a different sim-stat, the
performance analysis can take place accurately.</div>
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<div>Teravus..</div>
<div> </div>
<div>The whole point of starting this conversation was that
WE HAD THESE CONVERSATIONS.. We had a community forum
discussion on how to implement reporting of the correct
statistics. The Moses group found a comment buried in
the source code and asked about WHY someone decided to
multiply the Physics frame rate ( which is LOCKED at 11
FPS ) by a factor of 5... No one on core could really
explain it until Justin suggested reaching out to
you.. That grew into a discussion of whether it made any
sense to continue to report "politically correct" numbers
or the actual Physics frame rate. The overwhelming
majority of the people who responded indicted that it
didn't make ANY sense to continue reporting the bad stats.
The answers we got from the core team was that it
might break performance monitoring scripts or have an
effect on some internal calculations... There was an
extended period of discussion to allow folks to make
suggestions or comment on the things that would break
It took almost 3 months from the beginning of the
discussion to the time it was applied. There was NO
guidance from core that it was in any way important to
maintain the functionality of an obscure feature in some
un-maintained viewer code.</div>
<div><br>
</div>
<div>The objection I raised to begin this debacle was that
it seemed like a member of core had just randomly decided
that after 3 months of asking folks to jump through hoops,
and then 6 months of having the sky NOT fall, it was
ok to make a unilateral decision to revert the patch ( or
override it with some new hidden config variable that
would only continue the confusion about what the actual
Physics FPS rate was). </div>
<div><br>
</div>
<div>After all is said and done...It still seems to me
like that is the situation... I have given up trying
to get any real discussion about who it was that
demanded that we revert the patch so their NON ACCURATE
lag meter blinks green instead of red. We have heard
form other grid owners, we have heard from viewer devs,
we have heard from academics whose reputations may have
been tarnished by publishing incorrect data. Bottom
Line... One core member has decided that it is ok to
ignore the efforts of this forums community and
introduced a solution that lets the same code base report
55 OR 11 for the exact same statistic in the exact same
code base, Its also been decided that it is STILL
correct to add yet another level of complexity and
possible source of confusion to the situation by renaming
our Fudge factor/lie the NORMALIZED number. </div>
<div><br>
</div>
<div>I can't code like members of core, I can't seem to
influence the decisions they are determined to make with
regards to this insanity.. This is not a technically
complicated issue... it is simply a matter of making a
decision about what is correct. Apparently " correct "
is related to the Euros that some unknown benefactor is
willing to put up to make the lights blink green. WE (
nearly 95% of everyone who participated in the original
period of discussion) had agreed that reporting the
correct number was the right thing to do MOSES spent
manpower and money to go through the process of getting
a patch submitted/corrected, and applied, It WAS NOT a
problem for anyone except for some unknown users on some
unnamed grid ( who have YET to speak for themselves ).
My objection remains... It is NOT proper to be able to
bypass the community decision making nature WE assumed
was the proper mechanism to resolve such issues. We
have had close to 150 posts on this topic in the past 2
weeks and NO ONE has been able to explain why it is the
correct decision to revert the patch AND ignore the
requests and almost unanimous agreement that the way
things have been for 6 months was the best technical and
political decision.</div>
<div><br>
</div>
<div>I am committed to making OpenSim work.. I am sure
there are folks who have seen this debacle unfold who
are now less committed or interested in trying to
participate</div>
<div>with a technical group that believes it is politically
"correct" to set such a precedent ( ignoring community
forum input in favor of backroom "deals")... How can
there possibly be a level of confidence in the
platform/community if it takes 9 months to come to an
agreement that a Physics Frame Rate that is LOCKED at
11FPS should not be reported at 11 FPS??? Its not a
complicated situation, It isn't a hard question... But
it has turned into a real eye opener on the inside
workings of this project for me (and from the comments
I've received offline, for a large number of others). </div>
<div><br>
</div>
<div>The lag meter didn't work before the numbers changed.
At best it was a random guess that was likely at least
10% off. The original code would cast the floating point
FPS number to an int before multiplying by some random
factor of 5 to make sure that jitter didnt skew it
wildly... It STILL doesn't work. Even the viewer devs
who participated and went through the trouble to
correct for the 11FPS number told us, the % levels at
which the lights are green, yellow , or red are
different for OpenSim and "that other grid". Melanies'
solution means that now they have to rework their code
to use her new magical mechanism to transmit the number 5
from Opensim to the viewer so it can do the
multiplication...It also means that grid operators have
to be able to explain why the same stat on different grids
can be just as correct when it says 11 as when it
says 55. That's not my problem, but I feel sorry for
the honest grid operators who choose to tell the truth,
and face charges that their grid is 5x slower than some
other grid where the admin doesn't even know enough to
change the new INI config value.</div>
<div><br>
</div>
<div>Do I sound frustrated yet?</div>
<div><br>
</div>
<div>Please don't ask that question NOW.. The bridges
are burned.</div>
<div><br>
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<div><br>
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