diff options
Diffstat (limited to 'bin/OpenSimDefaults.ini')
-rw-r--r-- | bin/OpenSimDefaults.ini | 44 |
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 |