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	<title>Comments on: Anatomy of Lag</title>
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	<link>http://analutetia.com/2009/06/22/anatomy-of-lag/</link>
	<description>blogging Second Life® since 2006</description>
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		<title>By: Lilly for RFL &#171; A Passion for Virtual Fashion</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-7432</link>
		<dc:creator>Lilly for RFL &#171; A Passion for Virtual Fashion</dc:creator>
		<pubDate>Sat, 13 Mar 2010 06:04:17 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-7432</guid>
		<description>[...] If you want more information about reducing lag, read Taturo Nino&#8217;s article for Massively, Gwenyth Llewellyn&#8217;s blog for Ana Lutetia, and Joel Foner&#8217;s [...]</description>
		<content:encoded><![CDATA[<p>[...] If you want more information about reducing lag, read Taturo Nino&#8217;s article for Massively, Gwenyth Llewellyn&#8217;s blog for Ana Lutetia, and Joel Foner&#8217;s [...]</p>
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		<title>By: RFL Clothing Fair Preview: ANGELWING &#171; The SHAY-ning</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-7431</link>
		<dc:creator>RFL Clothing Fair Preview: ANGELWING &#171; The SHAY-ning</dc:creator>
		<pubDate>Fri, 12 Mar 2010 13:30:09 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-7431</guid>
		<description>[...]  http://analutetia.com/2009/06/22/anatomy-of-lag/ [...]</description>
		<content:encoded><![CDATA[<p>[...]  http://analutetia.com/2009/06/22/anatomy-of-lag/ [...]</p>
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		<title>By: OOC &#8211; SL Information and Help Links &#171; Tea and a Whisper</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-7381</link>
		<dc:creator>OOC &#8211; SL Information and Help Links &#171; Tea and a Whisper</dc:creator>
		<pubDate>Wed, 24 Feb 2010 17:41:55 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-7381</guid>
		<description>[...] Anatomy of Lag [...]

[WORDPRESS HASHCASH] The comment&#039;s server IP (66.135.48.209) doesn&#039;t match the comment&#039;s URL host IP (76.74.254.123) and so is spam.</description>
		<content:encoded><![CDATA[<p>[...] Anatomy of Lag [...]</p>
<p>[WORDPRESS HASHCASH] The comment&#8217;s server IP (66.135.48.209) doesn&#8217;t match the comment&#8217;s URL host IP (76.74.254.123) and so is spam.</p>
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		<title>By: Lag Monster Part 2 &#171; Fashion Palace Centre</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-7050</link>
		<dc:creator>Lag Monster Part 2 &#171; Fashion Palace Centre</dc:creator>
		<pubDate>Wed, 30 Dec 2009 13:32:09 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-7050</guid>
		<description>[...] I discussed the issues with lag related to the avatar we looked at Gwyneth Llewelyns article at Analutea to gain a clear understanding of lag and all that is involved. One of the previous mentioned areas [...]</description>
		<content:encoded><![CDATA[<p>[...] I discussed the issues with lag related to the avatar we looked at Gwyneth Llewelyns article at Analutea to gain a clear understanding of lag and all that is involved. One of the previous mentioned areas [...]</p>
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		<title>By: Misae Silverfall</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-7007</link>
		<dc:creator>Misae Silverfall</dc:creator>
		<pubDate>Tue, 22 Dec 2009 04:19:18 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-7007</guid>
		<description>It&#039;s amazing how many people jump out of the woodwork as soon as something like this is posted and say &quot;IT&#039;S NOT MY FAULT, IT&#039;S YOURS!&quot;

Typically in a whiny, childish voice. (Or can easily be read in one.)

Honestly, I knew something was up when I could, on various low-end computers (Windows XP, Vista, and Mac OSX) get petter performance than people on allegedly better computers than me. This goes for SL and WoW.

Why is this? I&#039;ve set both programs to run what my computer can HANDLE. If I have lag, I know it is usually my own fault, simply based on the fact my computer isn&#039;t that powerful.

I link this post everywhere. It&#039;s been very helpful and informative, and I just wish people would own up to their mistakes instead of always blaming everyone else. The world, not just the grid, would be a better place.</description>
		<content:encoded><![CDATA[<p>It&#8217;s amazing how many people jump out of the woodwork as soon as something like this is posted and say &#8220;IT&#8217;S NOT MY FAULT, IT&#8217;S YOURS!&#8221;</p>
<p>Typically in a whiny, childish voice. (Or can easily be read in one.)</p>
<p>Honestly, I knew something was up when I could, on various low-end computers (Windows XP, Vista, and Mac OSX) get petter performance than people on allegedly better computers than me. This goes for SL and WoW.</p>
<p>Why is this? I&#8217;ve set both programs to run what my computer can HANDLE. If I have lag, I know it is usually my own fault, simply based on the fact my computer isn&#8217;t that powerful.</p>
<p>I link this post everywhere. It&#8217;s been very helpful and informative, and I just wish people would own up to their mistakes instead of always blaming everyone else. The world, not just the grid, would be a better place.</p>
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		<title>By: Lag Monster Part 1 &#171; Fashion Palace Centre</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-6986</link>
		<dc:creator>Lag Monster Part 1 &#171; Fashion Palace Centre</dc:creator>
		<pubDate>Sun, 20 Dec 2009 09:42:53 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-6986</guid>
		<description>[...] myths people have about Lag.  For those of you that don&#8217;t have time to read the full article here. I will summarise it for you! Basically one massive cause or even way that lag occurs isn’t just [...]</description>
		<content:encoded><![CDATA[<p>[...] myths people have about Lag.  For those of you that don&#8217;t have time to read the full article here. I will summarise it for you! Basically one massive cause or even way that lag occurs isn’t just [...]</p>
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		<title>By: Lislo Mensing</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-6976</link>
		<dc:creator>Lislo Mensing</dc:creator>
		<pubDate>Sun, 13 Dec 2009 19:38:57 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-6976</guid>
		<description>We run a heavily textured replica of the city of Munich, Germany. All the involved builders who contributed textures over the years went through a
learning process. And the discussion about the best texturing strategy started on day one (see
http://www.echt-muenchen.de/blog/2007/05/lag-prims-vs-texturen-lag-ist-unser.html). Today the sim is one of the most realistic sims in Second Life. But
we have severe (client) lag problems. People with slow computers can barely walk through the streets of Munich in SL. That&#039;s why we started to hunt for
disproportionate large textures. I know there are tools for analysis builtin the client (e.g. Texture Area (sqrt(A))) but I cannot find any documentation.

Can anybody here give me a hint?</description>
		<content:encoded><![CDATA[<p>We run a heavily textured replica of the city of Munich, Germany. All the involved builders who contributed textures over the years went through a<br />
learning process. And the discussion about the best texturing strategy started on day one (see<br />
<a href="http://www.echt-muenchen.de/blog/2007/05/lag-prims-vs-texturen-lag-ist-unser.html)" rel="nofollow">http://www.echt-muenchen.de/blog/2007/05/lag-prims-vs-texturen-lag-ist-unser.html)</a>. Today the sim is one of the most realistic sims in Second Life. But<br />
we have severe (client) lag problems. People with slow computers can barely walk through the streets of Munich in SL. That&#8217;s why we started to hunt for<br />
disproportionate large textures. I know there are tools for analysis builtin the client (e.g. Texture Area (sqrt(A))) but I cannot find any documentation.</p>
<p>Can anybody here give me a hint?</p>
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		<title>By: Stastics Bar Guide &#171; Sub Rosa SL</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-6894</link>
		<dc:creator>Stastics Bar Guide &#171; Sub Rosa SL</dc:creator>
		<pubDate>Sun, 15 Nov 2009 09:23:27 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-6894</guid>
		<description>[...] good resources are Anatomy of Lag and Internet [...]</description>
		<content:encoded><![CDATA[<p>[...] good resources are Anatomy of Lag and Internet [...]</p>
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		<title>By: Secrets of Second Life Lag &#171; Unique Needs!</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-6890</link>
		<dc:creator>Secrets of Second Life Lag &#171; Unique Needs!</dc:creator>
		<pubDate>Sat, 14 Nov 2009 06:11:30 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-6890</guid>
		<description>[...] Here is some educational material on the subject. Be sure to read all the comments. http://analutetia.com/2009/06/22/anatomy-of-lag/ [...]</description>
		<content:encoded><![CDATA[<p>[...] Here is some educational material on the subject. Be sure to read all the comments. <a href="http://analutetia.com/2009/06/22/anatomy-of-lag/" rel="nofollow">http://analutetia.com/2009/06/22/anatomy-of-lag/</a> [...]</p>
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		<title>By: Gwyneth Llewelyn</title>
		<link>http://analutetia.com/2009/06/22/anatomy-of-lag/#comment-6820</link>
		<dc:creator>Gwyneth Llewelyn</dc:creator>
		<pubDate>Fri, 30 Oct 2009 00:22:40 +0000</pubDate>
		<guid isPermaLink="false">http://analutetia.com/?p=7191#comment-6820</guid>
		<description>@Jess, I&#039;m sorry that you are so furious, but really, insulting others will not make you a happy person ;)

You might be right that this article could have started with explaining the difference between client-side lag and server-side lag, like &lt;a href=&quot;http://lslwiki.net/lslwiki/wakka.php?wakka=lag&quot; rel=&quot;nofollow&quot;&gt;this one on the LSL Wiki does&lt;/a&gt;. But it&#039;s a question of style really; I preferred to explain it in the middle and not at the beginning. We can surely discuss what the better approach is, and why one is better than the other.

Your issue seems mostly to be about what time dilation means, and how it is explained. The LSL Wiki explains it like this:

&quot;Time dilation occurs when the sim can&#039;t keep up with the processing of its tasks even after reducing the time allocated to scripts and physics. Avatars will experience this as slowed-down (slow-motion, &quot;bullet-time&quot;) movement.&quot;

&lt;i&gt;Tasks&lt;/i&gt; is an obscure definition used by Linden Lab to refer to objects rezzed on a sim (as opposed to objects on the inventory or on the asset server). You don&#039;t need to take my word on it, ask Kelly Linden :)

Your alternate definition of &quot;Time dilation is a measurement of the difference between the physics frames per second and the sim fps&quot; is mathematically accurate, but doesn&#039;t explain &lt;i&gt;what&lt;/i&gt; it means. My choice was to explain what time dilation is, instead of posting a mathematical formula. Your assumption that I don&#039;t understand maths doesn&#039;t take into account that I always prefer to explain &lt;i&gt;what&#039;s behind the maths&lt;/i&gt;, not briefly stating a formula and saying, &quot;that&#039;s why we have lag!&quot; — which doesn&#039;t explain anything.

With a more technical twist, I could have said (but avoided to be too technical on Ana&#039;s blog; yes, trust me, I address issues differently for different audiences :) ) that scripts that move/change/manipulate rezzed objects (&quot;tasks&quot;) or affect avatars will require more processing from the physical engine (Havok 4, in SL&#039;s case). If the burden on the physical engine is too high, it has not enough time slices left to continue to update the scene in real time for all the users — time dilation is thus a measurement of how quickly the sim is able to proces all the information related to tasks in the sim, compared to &#039;real time&#039; (in practice, 45 FPS is almost twice &#039;real time&#039;, since we humans process around 20 frames per second — thus, time dilation of 0.7 is bad, but not terrible; everything below 0.5 is really too much). 

Now how do scripts fit into this? Obviously, a script that is placing a heavy burden on the physics engine (like, say, a vehicle or a gun shooting a projectile) will increase the time dilation. That&#039;s unavoidable. Scripts rezzing prims or moving them around, specially if they&#039;re set to physical, &lt;i&gt;will&lt;/i&gt; increase the burden on the physics engine, and this will increase time dilation if there are too many of those around.

And your extreme case is also correct, but for a different reason. 2 million scripts in a sim will take a &lt;i&gt;huge&lt;/i&gt; amount of &lt;i&gt;memory&lt;/i&gt; — even if they aren&#039;t doing anything. But that memory is needed for far more things beyond scripts: for instance, &lt;i&gt;all&lt;/i&gt; rezzed objects on a sim are on the sim&#039;s memory. If there is no (physical) memory left, this will mean that the sim might require virtual (disk-based) memory instead, and, of course, this is about 100-1000 times slower. So &lt;i&gt;obviously&lt;/i&gt; 2 million active scripts (or even &#039;only&#039; 5000) are far worse than just a handful of scripts — even if they&#039;re doing &#039;nothing&#039;. (Note: LL is addressing the issue of &#039;memory abuse&#039; on a future server version; it&#039;s being actively implemented as I write this.)

However, the biggest burden placed on the physical engine, for &lt;i&gt;most&lt;/i&gt; of the regions in SL, is &lt;i&gt;not&lt;/i&gt; scripts updating objects — it&#039;s avatars. Avatars are unavoidable lag bombs since they all require interaction with the physical engine to track their constant movement around a sim :) 

So, to recap — scripts don&#039;t &lt;i&gt;directly&lt;/i&gt; affect time dilation &lt;i&gt;unless&lt;/i&gt; they are manipulating objects (or avatars). Thousands or tens of thousands of running scripts &lt;i&gt;will&lt;/i&gt; affect a sim because all that memory has to come from somewhere — but that&#039;s not related to time dilation itself, just the way any computer works with a finite amount of memory :)

The problem here is that the usage of the word &quot;lag&quot; is too widespread, when actually it should really just be used for network delays (not covered in my article at all — deliberately so). We tend to employ the word &quot;lag&quot; to say &quot;it&#039;s slow&quot;. Linden Lab prefers to call server-side lag &quot;time dilation&quot;, which is measurable and more accurate. Client-side lag is by far more common than server-side lag, but there are good ways to deal with it, by using clever building techniques.

And you&#039;re right, I do live in bliss, but that&#039;s because I don&#039;t get upset with anyone, even if they insult me in public :)</description>
		<content:encoded><![CDATA[<p>@Jess, I&#8217;m sorry that you are so furious, but really, insulting others will not make you a happy person <img src='http://analutetia.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>You might be right that this article could have started with explaining the difference between client-side lag and server-side lag, like <a href="http://lslwiki.net/lslwiki/wakka.php?wakka=lag" rel="nofollow">this one on the LSL Wiki does</a>. But it&#8217;s a question of style really; I preferred to explain it in the middle and not at the beginning. We can surely discuss what the better approach is, and why one is better than the other.</p>
<p>Your issue seems mostly to be about what time dilation means, and how it is explained. The LSL Wiki explains it like this:</p>
<p>&#8220;Time dilation occurs when the sim can&#8217;t keep up with the processing of its tasks even after reducing the time allocated to scripts and physics. Avatars will experience this as slowed-down (slow-motion, &#8220;bullet-time&#8221;) movement.&#8221;</p>
<p><i>Tasks</i> is an obscure definition used by Linden Lab to refer to objects rezzed on a sim (as opposed to objects on the inventory or on the asset server). You don&#8217;t need to take my word on it, ask Kelly Linden <img src='http://analutetia.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Your alternate definition of &#8220;Time dilation is a measurement of the difference between the physics frames per second and the sim fps&#8221; is mathematically accurate, but doesn&#8217;t explain <i>what</i> it means. My choice was to explain what time dilation is, instead of posting a mathematical formula. Your assumption that I don&#8217;t understand maths doesn&#8217;t take into account that I always prefer to explain <i>what&#8217;s behind the maths</i>, not briefly stating a formula and saying, &#8220;that&#8217;s why we have lag!&#8221; — which doesn&#8217;t explain anything.</p>
<p>With a more technical twist, I could have said (but avoided to be too technical on Ana&#8217;s blog; yes, trust me, I address issues differently for different audiences <img src='http://analutetia.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ) that scripts that move/change/manipulate rezzed objects (&#8220;tasks&#8221;) or affect avatars will require more processing from the physical engine (Havok 4, in SL&#8217;s case). If the burden on the physical engine is too high, it has not enough time slices left to continue to update the scene in real time for all the users — time dilation is thus a measurement of how quickly the sim is able to proces all the information related to tasks in the sim, compared to &#8216;real time&#8217; (in practice, 45 FPS is almost twice &#8216;real time&#8217;, since we humans process around 20 frames per second — thus, time dilation of 0.7 is bad, but not terrible; everything below 0.5 is really too much). </p>
<p>Now how do scripts fit into this? Obviously, a script that is placing a heavy burden on the physics engine (like, say, a vehicle or a gun shooting a projectile) will increase the time dilation. That&#8217;s unavoidable. Scripts rezzing prims or moving them around, specially if they&#8217;re set to physical, <i>will</i> increase the burden on the physics engine, and this will increase time dilation if there are too many of those around.</p>
<p>And your extreme case is also correct, but for a different reason. 2 million scripts in a sim will take a <i>huge</i> amount of <i>memory</i> — even if they aren&#8217;t doing anything. But that memory is needed for far more things beyond scripts: for instance, <i>all</i> rezzed objects on a sim are on the sim&#8217;s memory. If there is no (physical) memory left, this will mean that the sim might require virtual (disk-based) memory instead, and, of course, this is about 100-1000 times slower. So <i>obviously</i> 2 million active scripts (or even &#8216;only&#8217; 5000) are far worse than just a handful of scripts — even if they&#8217;re doing &#8216;nothing&#8217;. (Note: LL is addressing the issue of &#8216;memory abuse&#8217; on a future server version; it&#8217;s being actively implemented as I write this.)</p>
<p>However, the biggest burden placed on the physical engine, for <i>most</i> of the regions in SL, is <i>not</i> scripts updating objects — it&#8217;s avatars. Avatars are unavoidable lag bombs since they all require interaction with the physical engine to track their constant movement around a sim <img src='http://analutetia.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>So, to recap — scripts don&#8217;t <i>directly</i> affect time dilation <i>unless</i> they are manipulating objects (or avatars). Thousands or tens of thousands of running scripts <i>will</i> affect a sim because all that memory has to come from somewhere — but that&#8217;s not related to time dilation itself, just the way any computer works with a finite amount of memory <img src='http://analutetia.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>The problem here is that the usage of the word &#8220;lag&#8221; is too widespread, when actually it should really just be used for network delays (not covered in my article at all — deliberately so). We tend to employ the word &#8220;lag&#8221; to say &#8220;it&#8217;s slow&#8221;. Linden Lab prefers to call server-side lag &#8220;time dilation&#8221;, which is measurable and more accurate. Client-side lag is by far more common than server-side lag, but there are good ways to deal with it, by using clever building techniques.</p>
<p>And you&#8217;re right, I do live in bliss, but that&#8217;s because I don&#8217;t get upset with anyone, even if they insult me in public <img src='http://analutetia.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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