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RMB City Key Metrics I

RMB City Key Metrics dating from August 1st to Oct 1st,, mainly used the data of statistic bar (ctrl+shift+1) in Second Life. For RMB City ground breaking was in 14th July, Preview Center opening was in 25th July, we can not record the change of them. However, the Olympic opening and Worksite opening were involved. 

 

Step 1.
In this article, we took RMB City 1(Sim 1) as a sample to see the process in RMB City construction.
Page_01   

Page_01: Displayed BASIC information about the Second Life performance

01) FPS: A frame rate between 15-30 frames per second (FPS) is about as smooth as broadcast television. Luckily, the sample statistics of RMB City were frequently over 20fps, and always stay around 30-40fps.

02) Bandwidth:  How much data is being transferred between your computer and the Second Life world. This number varied a lot in RMB City 1, varying between 14kpbs to 289kpbs.

03) Ping Sim:  How long it takes data to go from your computer to the region you’re currently in. Even though there were waves within 2 months, the data mostly kept around230msec-290msec.

Page_02

Page_02: Displayed ADVANCED information of nitty-gritty details about your Second Life performance. Most of these details are less useful than BASIC or SIMULATOR.

01) KTris Drawn: (per frame) Computer-generated 3D objects are built out of triangles (the basic geometric shape). This is a count of the number of triangles, or “tris”, in each frame of the current scene.

02) KTris Drawn: (per second) This is a count of the number of triangles (“tris”) drawn every second.

03) Total Objects: The number of objects currently in view

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Page_04 

01) Page_04: The following are the different times listed in the SIMULATOR/Time (ms) submenu of the statistics pane:

02) Total Frame Time: This measures how much time it takes the region to run everything that the region is trying to do each frame. RMB City was healthy, lower than 22, everything was running as fast as it can, and more scripts can be added without reducing the performance of individual scripts.

03) Net Time: The amount of time spent responding to incoming network data.

04) Sim Time (Physics): The amount of time that frame spent running physics simulation.

05) Sim Time (Other): The amount of time that frame spent running other simulation (agent movement, weather simulation, etc.)

06) Agent Time: The amount of time spent updating and transmitting object data to the agents.

07) Images Time: The amount of time spent updating and transmitting image data to the agents.

08) Script Time: The amount of time spent running scripts.

Page_03 

Page_03: Displays statistics for the SIMULATOR you’re currently in.

01) Time Dilation: The physics simulation rate relative to real-time. 1.0 means that the region is running at full speed, 0.5 means that physics is running at half-speed.

02) Sim FPS: The region frame rate. This should always be the same as the physics frame rate – 45.0 when things are running well. RMB City 1 was always in 45fps.

03) Physics FPS: The frame rate that the physics engine is running at. This should normally be at or near 45.0.

04) Agent Updates/Sec: The rate at which agents on this region are being updated. Normally 20 updates a second, this will decrease if the region has a large number of agents on it.

05) Main Agents: The number of agents (users, avatars) who are on this region.

06) Child Agents: The number of agents who are not on this region, but can see it.

07) Objects: The total number of objects/primitives on the region

08) Active Objects: The number of moving and/or changing objects on the region.

09) Active Scripts: The number of running scripts that are currently on the region, including scripts attached to agents.

10) Script Perf: Number of LSL opcodes being executed a second by the region. Note that this is the number of ACTUAL instructions executed in the last second, not the theoretical maximum opcodes/second. If your region is not running very many scripts, this number will be low even if performance is good.

11) Packets In: UDP packets being received by the region

12) Packets Out: UDP packets being sent by the region

 

 

 

Blog — Sinohkapa Fhang, September 28, 2008 @ 9:58 pm

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