increase your internet speed by reducing your time online. make travel faster by slowing down. become healthier by reducing nutrition. reduce poverty by taking away money. let your hair grow longer by cutting it. become better with less education
hmm, not buying it? okay, earn more money by getting paid less. is that better?
so how can you accept “improve performance by limiting scripts”?
okay, i get the point that lots of crappy scripts affect lag. but why not improve performance to improve performance?
there will always be heavier scripts than others and limiting scripts just means that those arriving late on the sim may be discriminated against, regardless of script efficiency “oops, no more room for scripts, try the barn”
but this is Jack Linden’s idea so it’s not going to be straight up anyway. like the openspace thing “oh, we had no idea people would use 3750 prims, golly gee whiz”
whether you like it or not, scripting limits will happen. rather than treating every user as an idiot and telling them what is right and what is wrong, give us tools to make smarter decisions. if i could right click on an object and see what it’s load is, then efficient scripters would be in greater demand, people would prefer places that had less lag because of that, and the free market would help get rid of crappy scripts
but that would cost money. just like improving performance means more money, taking the time to develop a tool to see what scripts weigh also takes money
it is much easier and far cheaper to just come up with a number and say “God has spoken and the script limit shall be 400 per sim”
did you know that prim limits are purely arbitrary?
just a number that some people said sounded good based on certain assumptions. why can i have 45,000 prims in reaction grid but only 15,000 in second life? it’s just a value you set as a variable in the code. does it mean i can have 45,000 prims on my sim? nope. if they are all crappy, have mongo textures and are all scripted i can’t. same isl, you can’t have 15,000 prims that are crap and expect a sim to run well. in fact, there have been OpenSim sims with 100,000 prims
why has 15,000 prims been the limit since second life started? hasn’t scripting, hardware, the viewer, and server code all improved in 7 years? you keep having to get a bigger and better home computer too
rather than trying to “increase” performance by taking away, why don’t they innovate? Jibe is a new sim offering coming out by reaction grid that costs exactly what second life costs. $1000 to buy and $295 a month
but . . . a Jibe sim can hold 1,000 avatars! holy crap!
yes i am biased; heavily biased toward reaction grid and that is because they are innovating and not trying to control the masses. but more importantly, it’s not just reaction grid, it’s the OpenSim community. they are constantly moving the server code forward. yep, it’s all wonky and alpha and has no money, but it has far less politics and actually runs faster imo (tell me what you like, for me with the same stuff i make on the same computer – i got 20-30 fps in second life and in reaction grid i get 40-60 with double the antialias on, so it does run faster for me – yes i agree that i can not tip a pole dancer a dollar in reaction grid, but for me, that’s not important – plus the Ener gets free dances in the champagne room – the E be a wanksta PHD*) =p
stepping aside from who can do what in whose opinion and trying to just look at possibilities (if you are defending second life, examine your motives) – why is one group (mainly the open source OpenSim developers) able to push the limits whereas the originators are trying to limit the them?
improving performance by limiting scripts is an oxymoron
*- sup? this shorty be Pimpin sometHang Daily at the bodega in the 303 baby =D








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29 Mar 10 at 9:09 pm
Errr those tools are coming, with the next deploy… Miss Ranty Pants needs to read up before opening her mouth :P I do agree though, limits just because its easier to implement are wrong but there does need to be some control of scripts it has gotten out of hand with resize scripts in hair for instance. (and oh my god they are even adding to LSL so you can do it with ONE script)
Mitzy Shino
29 Mar 10 at 9:32 pm
You forgot… stop Teen Pregnancy with Abstinence.
Saying “No” to teenage hormones…. works so great when you are 15 :)
Hmmm, scripts or hormones. Which is more dangerous? Are script limits like condoms? Hmmm, condoms are only like 80% effective, assuming Lil Willy uses it correctly.
Worst analogy ever? I’m going to b-e-d now! (Move over, Ener).
DreamWalker McCallister
30 Mar 10 at 2:09 am
no moving over! you snore too much! plus your legs need to be shaved, they are all prickly
so tel me about this 15 year old thing? something you need to get off your chest? =p
iliveisl
30 Mar 10 at 8:01 pm
lol on Ms Ranty Pants! i love that name!!! well “tools coming” mean about as much as me knowing i am gonna win the lotto soon =)
let’s see if their tool is as useful as the ARC which seems to not really affect the sim as much as the numbers say (my ARC is over 3000 and when i get nekked, i am like 1 but no sim stat diffs . . . of course, if i get nekked, everyone else’s ARC goes up! mainly cuz they are TPing away as fast as they can!!!) =D
iliveisl
30 Mar 10 at 8:04 pm
In fairness, the tools are here for memory, just visit a 1.38 sim in viewer 2.0 and you can play with them. What’s more 1.38 gives us tools to reduce script counts dramatically– adding llSetLinkPrimtiveParams functions without delays, and llGetLinkPrimitiveParams are huge.
Now granted, the new tools don’t show you actual memory use, but rather, maximum possible memory use. Which means 64k for every mono script. Though the next feature they have in the pipeline lets you create a mono script that promises to use less.
That said, I think they’re approaching the script problems in entirely the wrong way. I think running scripts on the same machine as the sim is the source of a wide range of problems, from incredibly slow sim crossings, to failed teleports, to an inability to handle sims with lots of AVs in them.
Winter
9 Apr 10 at 4:08 am
oh cool about the tools! now to get people to place a value on them. i think that comes about by buyers being educated enough to know how to judge the scripted quality of an object
it sounds like those functions are really practical and have true effects! that’s the kind of info that needs to be more available and will improve the sl experience. the issues you raise of sim crossings, TPs, and more than 50 avatars are precisely the things that LL needs to address in order to gain higher adoption
i get people asking about holding conferences in sl or reaction grid and unfortunately, the biggest issue is typically total number of avatars. 50 is simply to small a number for many events and doing events on sim borders and corners gets crazy expensive
people like you Winter, who are knowledgeable about scripting and performance are doing the most to help sl succeed simply by sharing your knowledge and educating the rest of us. thank you for taking the time to share real tips that have real impact
iliveisl
9 Apr 10 at 11:00 pm