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	<title>Comments on: Update on Simulator Lag</title>
	<atom:link href="http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/</link>
	<description>By Linden Lab</description>
	<pubDate>Tue, 02 Dec 2008 08:25:34 +0000</pubDate>
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		<title>By: eb9d0039053f</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-605788</link>
		<dc:creator>eb9d0039053f</dc:creator>
		<pubDate>Mon, 12 May 2008 04:31:56 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-605788</guid>
		<description>&lt;strong&gt;eb9d0039053f...&lt;/strong&gt;

eb9d0039053fbff2b152...</description>
		<content:encoded><![CDATA[<p><strong>eb9d0039053f&#8230;</strong></p>
<p>eb9d0039053fbff2b152&#8230;</p>
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		<title>By: ねっからの &#171; なかのヒト</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-477420</link>
		<dc:creator>ねっからの &#171; なかのヒト</dc:creator>
		<pubDate>Sun, 16 Sep 2007 08:18:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-477420</guid>
		<description>[...] でもこの仕組みってどうなってるんだろう。きっと『TemporaryOnRez』とか、一年前のだけどこの記事も気になる・・・え〜〜と何々？？・・・ふむふむ・・・・うんうん・・・・・こらこらそこのあんた張飛にお酒を呑ますな〜！！はっ！誰？私の側に『三国志５巻』を置いたヒトは？？(あんたしかいないよ・・・)　 [...]</description>
		<content:encoded><![CDATA[<p>[...] でもこの仕組みってどうなってるんだろう。きっと『TemporaryOnRez』とか、一年前のだけどこの記事も気になる・・・え〜〜と何々？？・・・ふむふむ・・・・うんうん・・・・・こらこらそこのあんた張飛にお酒を呑ますな〜！！はっ！誰？私の側に『三国志５巻』を置いたヒトは？？(あんたしかいないよ・・・)　 [...]</p>
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	<item>
		<title>By: Usagi Musashi</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-98840</link>
		<dc:creator>Usagi Musashi</dc:creator>
		<pubDate>Thu, 21 Dec 2006 02:33:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-98840</guid>
		<description>Wandarich.........better word is ZONING.Yes and I do agree.</description>
		<content:encoded><![CDATA[<p>Wandarich&#8230;&#8230;&#8230;better word is ZONING.Yes and I do agree.</p>
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		<title>By: wandarich</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-93564</link>
		<dc:creator>wandarich</dc:creator>
		<pubDate>Wed, 20 Dec 2006 20:47:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-93564</guid>
		<description>i would like to see restrictions on scripts/particals/even avatar count in the same way we have prim limits - 'X' amount per sq mtr. 

EG: 
I am so tired of people putting up sim killing casinos/clubs/whorehouses in 1024, 2048 or 4096's and killing entire sims with sheer amount of people visiting/scripts running. 
Why should these people be allowed to hold the rest of a sim hostage when quite often they are paying less tier than other residents on that sim.</description>
		<content:encoded><![CDATA[<p>i would like to see restrictions on scripts/particals/even avatar count in the same way we have prim limits - &#8216;X&#8217; amount per sq mtr. </p>
<p>EG:<br />
I am so tired of people putting up sim killing casinos/clubs/whorehouses in 1024, 2048 or 4096&#8217;s and killing entire sims with sheer amount of people visiting/scripts running.<br />
Why should these people be allowed to hold the rest of a sim hostage when quite often they are paying less tier than other residents on that sim.</p>
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	<item>
		<title>By: Cenji Neutra</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82620</link>
		<dc:creator>Cenji Neutra</dc:creator>
		<pubDate>Mon, 18 Dec 2006 23:22:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82620</guid>
		<description>(BLOG COMMENT BUG: including &#60; causes truncation)</description>
		<content:encoded><![CDATA[<p>(BLOG COMMENT BUG: including &lt; causes truncation)</p>
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		<title>By: Cenji Neutra</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82619</link>
		<dc:creator>Cenji Neutra</dc:creator>
		<pubDate>Mon, 18 Dec 2006 23:21:58 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82619</guid>
		<description>I hope by 'near unlimited' you're refering to objects that contain 500+ scripts (usually to enhance some push effect or other).  
If you're talking of objects with 50-100 scripts, we're all in big trouble.  *Most* objects with less than 30 scripts are just toys, though I doubt LL realises that since they've never had experience actually scripting any major infrastructure inworld (a consequence of their policy of keeping out of the content creation business I'd guess).

One simple way to dramatically reduce the number of scripts in-world (excluding the 500+ identical scripts type case), would be to increase the script memory limit and/or create an inter-script function call mechanism.
I find personally, that 60-75% of the code in my objects is spent on managing distributed state and inter-script communication.  Also, in moddable objects, encrypting inter-script link messages for security puts a lot of unnecessary, but unavoidable, load on the sim's CPU.

I'd be all for restricting objects to 64 scripts if we could have 64K in each and/or inter-script function calls.
(perhaps an llExtendMemory() call? :) )

My 2c.  Slightly OT.
-Cenji.</description>
		<content:encoded><![CDATA[<p>I hope by &#8216;near unlimited&#8217; you&#8217;re refering to objects that contain 500+ scripts (usually to enhance some push effect or other).<br />
If you&#8217;re talking of objects with 50-100 scripts, we&#8217;re all in big trouble.  *Most* objects with less than 30 scripts are just toys, though I doubt LL realises that since they&#8217;ve never had experience actually scripting any major infrastructure inworld (a consequence of their policy of keeping out of the content creation business I&#8217;d guess).</p>
<p>One simple way to dramatically reduce the number of scripts in-world (excluding the 500+ identical scripts type case), would be to increase the script memory limit and/or create an inter-script function call mechanism.<br />
I find personally, that 60-75% of the code in my objects is spent on managing distributed state and inter-script communication.  Also, in moddable objects, encrypting inter-script link messages for security puts a lot of unnecessary, but unavoidable, load on the sim&#8217;s CPU.</p>
<p>I&#8217;d be all for restricting objects to 64 scripts if we could have 64K in each and/or inter-script function calls.<br />
(perhaps an llExtendMemory() call? <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )</p>
<p>My 2c.  Slightly OT.<br />
-Cenji.</p>
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		<title>By: Cenji Neutra</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82618</link>
		<dc:creator>Cenji Neutra</dc:creator>
		<pubDate>Mon, 18 Dec 2006 23:21:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82618</guid>
		<description>(since my post seems to get truncated, feel free to just remove it)
...  *Most* objects with </description>
		<content:encoded><![CDATA[<p>(since my post seems to get truncated, feel free to just remove it)<br />
&#8230;  *Most* objects with</p>
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	<item>
		<title>By: Cenji Neutra</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82617</link>
		<dc:creator>Cenji Neutra</dc:creator>
		<pubDate>Mon, 18 Dec 2006 23:20:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82617</guid>
		<description>(repost)
I hope by 'near unlimited' you're refering to objects that contain 500+ scripts (usually to enhance some push effect or other).  
If you're talking of objects with 50-100 scripts, we're all in big trouble.  *Most* objects with </description>
		<content:encoded><![CDATA[<p>(repost)<br />
I hope by &#8216;near unlimited&#8217; you&#8217;re refering to objects that contain 500+ scripts (usually to enhance some push effect or other).<br />
If you&#8217;re talking of objects with 50-100 scripts, we&#8217;re all in big trouble.  *Most* objects with</p>
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	<item>
		<title>By: Cenji Neutra</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82615</link>
		<dc:creator>Cenji Neutra</dc:creator>
		<pubDate>Mon, 18 Dec 2006 23:19:28 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-82615</guid>
		<description>I hope by 'near unlimited' you're refering to objects that contain 500+ scripts (usually to enhance some push effect or other).  
If you're talking of objects with 50-100 scripts, we're all in big trouble.  *Most* objects with </description>
		<content:encoded><![CDATA[<p>I hope by &#8216;near unlimited&#8217; you&#8217;re refering to objects that contain 500+ scripts (usually to enhance some push effect or other).<br />
If you&#8217;re talking of objects with 50-100 scripts, we&#8217;re all in big trouble.  *Most* objects with</p>
]]></content:encoded>
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	<item>
		<title>By: Fox Reinsch</title>
		<link>http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-81664</link>
		<dc:creator>Fox Reinsch</dc:creator>
		<pubDate>Mon, 18 Dec 2006 20:06:36 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2006/12/15/update-on-simulator-lag/#comment-81664</guid>
		<description>Myself and my friends have known for sometime that staying on a busy sim would eventually crash SL running the PC out of memory.  I have little knowledge of software but I did suspect this was a memory leak as re-logging releases the memory and clears the problem.

It would be nice if a log off and back on were possible without completely re-loading the client.</description>
		<content:encoded><![CDATA[<p>Myself and my friends have known for sometime that staying on a busy sim would eventually crash SL running the PC out of memory.  I have little knowledge of software but I did suspect this was a memory leak as re-logging releases the memory and clears the problem.</p>
<p>It would be nice if a log off and back on were possible without completely re-loading the client.</p>
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