But surely this isn't the normal way OpenSim is supposed to operate? If so I would imagine this could be quite limiting in regard to what can be done, especially if one full simulator (in SL terms of 13,000 prims) will use 30% of the cpu as a baseline without avatars or scripts. Should this maybe be entered into Mantis as a bug?
Thanks, - John / Orion Frisby, Adam wrote: > This is probably related to how the Update routine handles sending updates to > clients. > > Adam > > >> -----Original Message----- >> From: [email protected] [mailto:opensim-users- >> [email protected]] On Behalf Of John Sheridan >> Sent: Saturday, 16 May 2009 6:22 AM >> To: [email protected] >> Subject: [Opensim-users] Prims and CPU usage? >> >> Gang, >> After trying a few of the higher prim oar files I've seen fly >> through here I've begun to notice a rather curious trend, although I'm >> unsure if its to do with my configuration or if others have seen this >> as >> well. After trying Nebadon's Art City oar on a local standalone (Mono >> 2.0.1 / SQLite, Basic Physics on Linux Ubuntu) I found that after >> everything loaded and committed to the database (which on its own took >> a >> good hour and a half probably due to SQLite) upon restarting OpenSim >> cpu >> use for the OpenSim process was pinned at 30% when idle. >> >> Oddly enough, since I started building my Ravenport sims (Mono 2.0.1 >> / >> MySql, ODE / ZeroMesh on Ubuntu) I've as well noticed a steady increase >> in cpu use as the build progressed, however until now I thought this >> was >> due to scripts or possibly a few rogue physical prims that may have >> sunk >> under ground or flown off the sim edge. Currently when idle the >> Ravenport server is using 25% of the cpu at ~13,000 prims where a month >> ago it bordered around 10 to 15% at roughly 7,000 prims. Out of >> curiosity I saved the sims out to an oar and began dissecting them on >> the same local configuration I tested the Art City oar on. >> Surprisingly after removing all scripted objects there was no change in >> cpu use - it was still at 25%. It wasn't until I began deleting the >> buildings that I began to notice a change where as the sims emptied out >> the cpu use decreased down to between 1 and 2% once all prims were >> deleted. >> >> To verify, I decided to try again this time with a clean OpenSim >> instance of the same config where I had set a scripted prim to create a >> grid of default .5x.5x.5 cubes. The first round was with a grid of >> 13,000 prims which upon persisting and rebooting pinned the cpu at 30%, >> the second test I added another 13,000 which brought it up to 40%. >> After adding another 13,000 (39,000 total) the cpu was pinned at a >> solid >> 100% after a fresh restart. >> >> I have to admit, I do find this to be quite baffling. In all I'd >> expect the sim to use more memory with a higher prim count but the cpu >> should remain about the same, especially given that my test environment >> was using basic physics where all prims were rendered as phantom. >> >> The oar for the 39,000 prim sim is located at >> http://www.pseudospace.net/primzilla.oar if anyone else would like to >> test it on their own configuration. >> >> Thanks, :) >> >> - John / Orion Pseudo >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users >> > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > > _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
