Last week I submitted a question asking why my server resources were used up by a small number of objects doing timer() events once a second. http://forums.osgrid.org/viewtopic.php?f=14&t=4261
I thought there was a fundamental limit on how many timers() you could have happen in a small amount of time.
This week I have new data: It is not the timer() events! It is what I was doing in the timer event, but I still don't see why:
Here is the setup: my object is made of two prims, the timer() event is called once a second. In the timer() event I change the size of both prims. I rez 25 of these in an almost empty sim. (0.7.1.1 release, quad core server box with 6GB memory, little else running on the server).
- If both are regular prims (sphere, cylinder) there is no measurable decrease in sim FPS.
- If one of the prims is a simple sculpt (apple) the FPS drops from 56 to 30.
- If one of the prims is a complex sculpt the FPS drops from 56 to 16.
- If one of the prims is a torus twisted into a helix, FPS drops from 56 to 3!!!
- If I stop the scripts in all 25 objects, the FPS goes back to 56, even with the complex sculpt.
The complex sculpt is a helix twisted around 8 times. I tried switching to a torus twisted into a helix by revolving it 4 times in the build menu, and things got WORSE. I can now demonstrate the problem with only 5 copies of the object running at once. In all cases the same transparent texture map is displayed on the prim, repeated the same number of times. I tried switching to the default blank texture with no transparency and this did not change the statistics.
So my question is: Why does changing the size of a sculpted prim or a torus use up so much of my server resources? Is there something I can do to get around this? Can I submit this as a bug?