Upcoming change to the new world optimizing system

Provide feedback, criticism or praise about Kitely, or suggest new features
Post Reply
User avatar
Ilan Tochner
Posts: 6729
Joined: Sun Dec 23, 2012 8:44 am
Has thanked: 5253 times
Been thanked: 4675 times
Contact:

Upcoming change to the new world optimizing system

Post by Ilan Tochner »

Earlier today we rolled out a new system that automatically optimizes worlds, see: https://www.kitely.com/virtual-world-ne ... rovements/

After receiving emails about dozens of worlds which the new system optimized we noticed that our changes to objects that are part of a linkset weren't being saved between world activations. This means that the new system needs to change those objects again every time the world is started, which it only does after OpenSim spends time parsing those meshes. This results in worlds taking longer to start than they should and email notifications being sent about slow meshes that have already been handled in previous world activations.

Now that we're aware of this problem we've started working on a fix which we hope to roll out tomorrow.

In the meantime, please ignore duplicate email messages about slow meshes.
These users thanked the author Ilan Tochner for the post (total 2):
Selby EvansDon Smith
User avatar
Ilan Tochner
Posts: 6729
Joined: Sun Dec 23, 2012 8:44 am
Has thanked: 5253 times
Been thanked: 4675 times
Contact:

Re: Upcoming change to the new world optimizing system

Post by Ilan Tochner »

We've fixed this behavior so now objects with slow physics meshes that are part of a linkset, but not its root prim, have their physics shape automatically set to None. This change has the same effect as making them Phantom but is actually saved between world activations. For an explanation about the None setting, please see: https://www.kitely.com/virtual-world-ne ... rovements/

If your world contains meshes that needed to be made Phantom then you should now receive one email notification when your world starts up, without getting repeatedly notified about the same meshes again later.

Important note about linksets:

When you create a linkset the last object that you add to the linkset is marked as the linkset's "root prim" and is what defines its name, description, etc.

Due to how OpenSim works, if the root prim of a linkset is made Phantom then all the objects in that linkset are turned into Phantom as well. This means that if our system made the root prim of one of your linksets Phantom then the entire linkset was made Phantom as well. If you wish the linkset to be non-Phantom then first make the root prim of the linkset non-Phantom, then unlink the objects and link them back, making sure that the last object that you add to the linkset is not one that our system notified you was automatically made Phantom. Once that's done you can restart your world to let our system automatically set the parts of the linkset that need to be made Phantom to None.
These users thanked the author Ilan Tochner for the post:
Dot Matrix
User avatar
Dot Matrix
Posts: 1630
Joined: Sun Jul 28, 2013 3:26 am
Has thanked: 1218 times
Been thanked: 2333 times

Re: Upcoming change to the new world optimizing system

Post by Dot Matrix »

Thanks, Ilan and Oren, for implementing this. It has helped track down and fix a few items that were adding nearly 10 seconds to how long it took one of my worlds to fire up. The items turned out to be decorative elements individuals were using in their homes -- items created from elements brought in from elsewhere.

I was unable to tweak the items myself (no mod perms) and was reluctant to "return" them. Having the items made phantom automatically means I don't need to be a nasty, unfriendly landlord!
These users thanked the author Dot Matrix for the post (total 3):
Ilan TochnerFreda FrostbiteGenavieve Page
Post Reply