On Sat, 2010-10-02 at 10:43 +0200, Zi Ree wrote: > Unless we get *proper* metrics on cpu time and memory consumption, all this > talk about script conut and memory is utterly useless and will only confuse > people and lead to drama.
One approach is to use a cost-per-LSLcall function to generate a "CPU Cost", in a notionally similar way to how avatar rendering cost is calculated for geometry. The Cost table could even be 1+delay where delay is the number of seconds of delay already imposed on the call. Cost Per Script Scan the tokens present in the compiled script against a weighted list of cost-per-LSLfunction for "estimated load". Track actual min, max, and average CPU and memory resources consumed over time. Cost Per Object Add the resource costs for all the scripts present in all prims of an object for a total cost for that object. Track and update the min, max and average for the object. Cost Per Avatar Add all the costs of scripted objects, attachments and huds to generate a total cost per avatar on the simulator. Total all resources used, and update min, max and average by avatar. Cost Per Region I would also suggest a total CPU and Memory cost by avatar in a region in addition to the existing Top Scripts and Top Colliders reports. In the Estate/Region Debug menu, would benefit from a "Total Cost by Object Owner" report - Show the total costs and memory consumed by the avatar in the region along WITH all of their objects separately and together. This way, a lightweight avatar with 1000 objects can be truly measured by "total load" against a heavyweight avatar (tons of attachments) with few objects. Give people the tools to see weighted CPU costs, Memory costs and rudimentary profiling of those metrics over time rather than just the point in time snapshots. -- Robert "Exile In Paradise" Murphey Remember, there's a big difference between kneeling down and bending over. - Frank Zappa
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