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author | Justin Clark-Casey (justincc) | 2011-10-13 23:47:37 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-10-13 23:47:37 +0100 |
commit | 4e7d4330c2b2c61e64c9f82efa7b824b717b2e4d (patch) | |
tree | d95daf64918aed46cb9723d7078ef45f026dd161 /bin | |
parent | refactor: Put the frame update period when temporary objects are cleaned up i... (diff) | |
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Expose minimum frame time and update periods for experimentation.
Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change
Defaults are the same as previously.
More information to come on opensim-dev shortly.
Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
Diffstat (limited to '')
-rw-r--r-- | bin/OpenSimDefaults.ini | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 9685467..9509ed9 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -115,6 +115,48 @@ | |||
115 | ; into a restart. | 115 | ; into a restart. |
116 | InworldRestartShutsDown = false | 116 | InworldRestartShutsDown = false |
117 | 117 | ||
118 | ; The minimum proportion of a second that any particular frame can take to execute. | ||
119 | ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames | ||
120 | ; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require | ||
121 | ; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill. | ||
122 | MinFrameTime = 0.089 | ||
123 | |||
124 | ; Send scheduled updates to objects in the scene | ||
125 | ; This must be a whole number | ||
126 | UpdateObjectsEveryNFrames = 1; | ||
127 | |||
128 | ; Send position/velocity, etc. updates to agents in the scene | ||
129 | ; This must be a whole number | ||
130 | UpdateAgentsEveryNFrames = 1; | ||
131 | |||
132 | ; Apply pending forces from physics calculations to an entity. | ||
133 | ; This must be a whole number | ||
134 | UpdateEntityMovementEveryNFrames = 1; | ||
135 | |||
136 | ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap. | ||
137 | ; This must be a whole number | ||
138 | UpdateCoarseLocationsEveryNFrames = 50; | ||
139 | |||
140 | ; Update physics. Within each update physics also updates in a series of contigous mini-steps | ||
141 | ; This must be a whole number | ||
142 | UpdatePhysicsEveryNFrames = 1; | ||
143 | |||
144 | ; Clean up temp on rez objects. | ||
145 | ; This must be a whole number | ||
146 | UpdateTempCleaningEveryNFrames = 1000; | ||
147 | |||
148 | ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1. | ||
149 | ; This must be a whole number | ||
150 | UpdateEventsEveryNFrames = 1; | ||
151 | |||
152 | ; Send terrain updates to viewers | ||
153 | ; This must be a whole number | ||
154 | UpdateTerrainEveryNFrames = 50; | ||
155 | |||
156 | ; Persitently store any objects which meet the PRIM STORAGE criteria | ||
157 | ; This must be a whole number | ||
158 | UpdateStorageEveryNFrames = 200; | ||
159 | |||
118 | ; ## | 160 | ; ## |
119 | ; ## PRIM STORAGE | 161 | ; ## PRIM STORAGE |
120 | ; ## | 162 | ; ## |