Found the setting, OpenSim.ini, using Diva Distro it was set to 0.1, changed it to 0.0. I don't have many scripts out yet, so time will tell.<br><br><div class="gmail_quote">On Mon, Apr 25, 2011 at 4:51 PM, Justin Clark-Casey <span dir="ltr"><<a href="mailto:jjustincc@googlemail.com">jjustincc@googlemail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">If you don't need to limit script cpu time then there's no fundamental reason not to set the delay factor to 0.<div class="im">
<br>
<br>
On 25/04/11 15:09, Neil Canham wrote:<br>
</div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div class="im">
It is in OpenSim.ini -<br>
<br>
ScriptDelayFactor = 0.0<br>
<br>
I wasn't aware of it until this thread - so thanks for making me aware - it has speeded up a number of scripts for me -<br>
of course, the delays are required in public sims where griefing might be an issue, but for private installations, can<br>
anyone see any reason not to set that to zero? I guess there might be scripts that are 'accidentally' working by<br>
relying on the delays, but other than that, no fundamental opensim architectural reason?<br>
<br>
Neil<br>
<br></div><div class="im">
On Mon, Apr 25, 2011 at 2:42 PM, Henry Wills <<a href="mailto:fubat.enterprises@gmail.com" target="_blank">fubat.enterprises@gmail.com</a> <mailto:<a href="mailto:fubat.enterprises@gmail.com" target="_blank">fubat.enterprises@gmail.com</a>>> wrote:<br>
<br>
"... /configured all LSL scripting delays down to zero/ :)"<br>
<br>
Where do I find that, Justin? I'm not sure I did that on my sim.<br>
<br>
<br></div><div class="im">
On Sun, Apr 24, 2011 at 8:36 PM, Justin Clark-Casey <<a href="mailto:jjustincc@googlemail.com" target="_blank">jjustincc@googlemail.com</a> <mailto:<a href="mailto:jjustincc@googlemail.com" target="_blank">jjustincc@googlemail.com</a>>> wrote:<br>
<br>
Very interesting, Jeff. The scripting engine in OpenSim transforms LSL to C# before compiling it so there<br>
wouldn't be a time difference due to interpretation.<br>
<br>
Of course, I'm presuming that you had configured all LSL scripting delays down to zero :)<br>
<br>
<br>
On 23/04/11 11:20, Jeff Kelley wrote:<br>
<br>
I like physics. And I like colors.<br>
<br>
I scripted a blackbody spectrum in LSL for a science sim. It was reasonably<br>
fast, 1.8s for a 400 points spectrum (380 to 780 nm) including Planck's law<br>
computation, CIE to RGB colorspace mapping with gamma correction, display<br>
with osDynamicTexture.<br>
<br>
That was fast, but not enough in my mind. Real-time interaction should be<br>
in the 1/10s range, not the second.<br>
<br>
So I rewrote the thing in C#. The key was to get rid of all llFunctions,<br>
LSL lists and string handling functions, math functions, even building<br>
manually the drawlist instead of calling osDraw routines. Execution time is<br>
now in the 0.1-0.2s range.<br>
<br>
Running Opensim 0.7.0.2 + MONO on a MacMini server, 2.53GHz Core Duo, 4GB.<br>
<br>
LSL code: <a href="http://pastebin.com/MxsivsKS" target="_blank">http://pastebin.com/MxsivsKS</a><br>
C# code: <a href="http://pastebin.com/UR2gsnU7" target="_blank">http://pastebin.com/UR2gsnU7</a><br>
<br>
Nice!<br>
<br>
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