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authorUbitUmarov2015-11-08 04:38:58 +0000
committerUbitUmarov2015-11-08 04:38:58 +0000
commit3dc16b74af33134ad7a8e5e454d006d305e5d80c (patch)
tree552459b2fafbc01feb5b4531b8b2ce656192e165
parentrename MinFrameTime as FrameTime, since it is not a minimum but a target valu... (diff)
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add StatisticsFPSfactor configuration option (fudge factor) with default of 1.0 (inactive), corresponding to current decision. rename MinFrameTime as FrameTime, change its value and ODE step time. Changed several related coments. (someone may need to translate them to proper english)
-rw-r--r--bin/OpenSimDefaults.ini44
1 files changed, 31 insertions, 13 deletions
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index d6955c3..e1bdb0f 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -166,29 +166,42 @@
166 ; into a restart. 166 ; into a restart.
167 InworldRestartShutsDown = false 167 InworldRestartShutsDown = false
168 168
169 ; The minimum proportion of a second that any particular frame can take to execute. 169 ; Statistics scale factor (also known by some as Fudge factor multiplier)
170 ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames 170 ; for closer compatibility with viewers, some scripts and users expectations
171 ; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require 171 ; we tradicionally reported in statistics a normalized value of 55fps when a region runs at the normal rate
172 ; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill. 172 ; of (1 / FrameTime) defined below.
173 MinFrameTime = 0.089 173 ; So multiply factor is applied to that rate (ie a divide in frame time or time per frame)
174 ; Its value should be 55 * FrameTime.
175 ; StatisticsFPSfactor = 5.0
176 ; or you can choose to not apply this factor:
177 StatisticsFPSfactor = 1.0
178
179 ; Main Frame time
180 ; This defines the rate of several simulation events.
181 ; Default value should meet most needs.
182 ; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads.
183 ; It should not be less than the physics engine step time.
184 ; Being a integer multiple of it may reduce some jitter in reported physics FPS.
185 ; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same
186 FrameTime = 0.0909
174 187
175 ; Send scheduled updates to objects in the scene 188 ; Send scheduled updates to objects in the scene
176 ; This must be a whole number 189 ; This must be a whole number
177 UpdateObjectsEveryNFrames = 1; 190 UpdateObjectsEveryNFrames = 1;
178 191
179 ; Send position/velocity, etc. updates to agents in the scene 192 ; Send position/velocity, etc. updates to agents in the scene
180 ; This must be a whole number 193 ; This must be a whole number
181 UpdateAgentsEveryNFrames = 1; 194 UpdateAgentsEveryNFrames = 1;
182 195
183 ; Apply pending forces from physics calculations to an entity. 196 ; Apply pending forces from physics calculations to an entity.
184 ; This must be a whole number 197 ; This must be a whole number
185 UpdateEntityMovementEveryNFrames = 1; 198 UpdateEntityMovementEveryNFrames = 1;
186 199
187 ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap. 200 ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
188 ; This must be a whole number 201 ; This must be a whole number
189 UpdateCoarseLocationsEveryNFrames = 50; 202 UpdateCoarseLocationsEveryNFrames = 50;
190 203
191 ; Update physics. Within each update physics also updates in a series of contigous mini-steps 204 ; Physics simulation execution or syncronization, acording to engine. Should be 1
192 ; This must be a whole number 205 ; This must be a whole number
193 UpdatePhysicsEveryNFrames = 1; 206 UpdatePhysicsEveryNFrames = 1;
194 207
@@ -890,10 +903,15 @@
890 ; Max value is 255, min value is 0 903 ; Max value is 255, min value is 0
891 avatar_terminal_velocity = 54 904 avatar_terminal_velocity = 54
892 905
893 ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically) 906 ; World Step size.
894 ; reference: fps = (0.089/ODE_STEPSIZE) * 1000; 907 ; with legacy ODE this value needs to be close to 0.02s
895 world_stepsize = 0.0178 908 ; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load
896 ; number of iterations of constrains solver, higher should improve results up to a point, but taking more time. No real gain in more than default 909 ; you will need to test acording to you needs
910 ; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS
911 world_stepsize = 0.01818
912 ; number of iterations of constrains solver, higher should improve results
913 ; up to a point where acumulated math errors eliminate the improvement
914 ; more steps may increase CPU load. No real gain in changing
897 world_solver_iterations = 10 915 world_solver_iterations = 10
898 916
899 ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim 917 ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim