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-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