On Thu, Sep 30, 2010 at 01:06, Kelly Linden <ke...@lindenlab.com> wrote: > * In the end the number of scripts shouldn't be important
It is currently important hover, because due to a lack of script memory limits per avatar/parcel, you can see lots of people wearing an excess of over 200 scripts per avatar. Easily. All it takes is a badly written hud, old resizer clothes, etc. I don't seldomly see people entering/leaving a sim with 400+ scripts. Now, each script takes around 0.0015 - 0.002 ms when idle. With 60 scripts you already get an overhead of 0.1 ms of script time on the sim. Take 5 avatars with a total of ~1k scripts and you get around 15ms of overhead. Plus -at least- 16mb of memory used if all those scripts are mono, which is unlikely. And as I said, that amount of scripts in a sim due to avatars happens, and it doesn't happen in rare cases. Bryon Ruxton: >As long as it doesn't return the true memory usage, people will start banning >mono scripted objects, because they don't know better and won't listen to >explanations. The issue is that Mono scripts currently reserve 64kb to themselves, even if they use less. the 64kb of memory, of resources are lost. So that display isn't too inaccurate, until we can actually define how much memory a script should reserve. One of the main sim performance killers is when a sim runs out of script memory and starts swapping to disk. TL;DR: We need the Script Limits, Small Scripts and Big Scripts projects out of the mothball. --Chalice Yao _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges