[Opensim-users] Prims and CPU usage?

John Sheridan john at pseudospace.net
Sun May 17 06:55:30 UTC 2009


But surely this isn't the normal way OpenSim is supposed to operate?  If 
so I would imagine this could be quite limiting in regard to what can be 
done, especially if one full simulator (in SL terms of 13,000 prims) 
will use 30% of the cpu as a baseline without avatars or scripts.  
Should this maybe be entered into Mantis as a bug?

Thanks,

 - John / Orion


Frisby, Adam wrote:
> This is probably related to how the Update routine handles sending updates to clients.
>
> Adam
>
>   
>> -----Original Message-----
>> From: opensim-users-bounces at lists.berlios.de [mailto:opensim-users-
>> bounces at lists.berlios.de] On Behalf Of John Sheridan
>> Sent: Saturday, 16 May 2009 6:22 AM
>> To: opensim-users at lists.berlios.de
>> Subject: [Opensim-users] Prims and CPU usage?
>>
>> Gang,
>>     After trying a few of the higher prim oar files I've seen fly
>> through here I've begun to notice a rather curious trend, although I'm
>> unsure if its to do with my configuration or if others have seen this
>> as
>> well.  After trying Nebadon's Art City oar on a local standalone (Mono
>> 2.0.1 / SQLite, Basic Physics on Linux Ubuntu) I found that after
>> everything loaded and committed to the database (which on its own took
>> a
>> good hour and a half probably due to SQLite) upon restarting OpenSim
>> cpu
>> use for the OpenSim process was pinned at 30% when idle.
>>
>>   Oddly enough, since I started building my Ravenport sims (Mono 2.0.1
>> /
>> MySql, ODE / ZeroMesh on Ubuntu) I've as well noticed a steady increase
>> in cpu use as the build progressed, however until now I thought this
>> was
>> due to scripts or possibly a few rogue physical prims that may have
>> sunk
>> under ground or flown off the sim edge.  Currently when idle the
>> Ravenport server is using 25% of the cpu at ~13,000 prims where a month
>> ago it bordered around 10 to 15% at roughly 7,000 prims.  Out of
>> curiosity I saved the sims out to an oar and began dissecting them on
>> the same local configuration I tested the Art City  oar on.
>> Surprisingly after removing all scripted objects there was no change in
>> cpu use - it was still at 25%.  It wasn't until I began deleting the
>> buildings that I began to notice a change where as the sims emptied out
>> the cpu use decreased down to between 1 and 2% once all prims were
>> deleted.
>>
>>   To verify, I decided to try again this time with a clean OpenSim
>> instance of the same config where I had set a scripted prim to create a
>> grid of default .5x.5x.5 cubes.  The first round was with a grid of
>> 13,000 prims which upon persisting and rebooting pinned the cpu at 30%,
>> the second test I added another 13,000 which brought it up to 40%.
>> After adding another 13,000 (39,000 total) the cpu was pinned at a
>> solid
>> 100% after a fresh restart.
>>
>>   I have to admit, I do find this to be quite baffling.  In all I'd
>> expect the sim to use more memory with a higher prim count but the cpu
>> should remain about the same, especially given that my test environment
>> was using basic physics where all prims were rendered as phantom.
>>
>>   The oar for the 39,000 prim sim is located at
>> http://www.pseudospace.net/primzilla.oar if anyone else would like to
>> test it on their own configuration.
>>
>> Thanks, :)
>>
>>  - John / Orion Pseudo
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