To assist in verification, I ran some additional tests today. Same test... very different conditions.
On prior tests I went into three different grids (including Kitely) at a draw distance of 32m, into a sandbox area. I also included the Kitely Merchant Sandbox, which is for all purposes an "empty world". I totally cleared my viewer cache prior to entry of each area. So all prior data was formed on heavily minimizing texture and object impact on the viewer.
In this new series of tests I did just the opposite. I stood in the middle of a heavily-populated and heavily-textured area. I didn't clear cache, and I set my draw distance to 256m. So my viewer was full, impact maximized. In all tests I tried loading textures both DURING the region texture load cycle, and following loading of local textures (ctrl-shift-3 menu).
Rather than listing all the data test by test, I'm going to list averages for the sake of brevity. These figures are for texture loading
directly from inventory.
OSgrid, Wright Plaza (a particularly laggy area filled with freebies): average 4 seconds
Second Life, RacerX's Giant Snail Racetracks (insane number of textures and builds): average 3 seconds
Kitely Welcome Area (no other avatars present): average 2 seconds (similar times to Kitely Merchant Sandbox)
Kitely Wellspring: average 7 seconds
Kitely Sylvan Retreat (a fairly light-duty world): average 4 seconds
(Note: I consider the difference between Wellspring and Sylvan to be a significant clue in our mystery hunt.)
Aberrations: On all grids, without exception, there was the occasional texture loading experience of 10 to 17 seconds. This would be considered a performance aberration that could be caused by anything from temporary excessive asset server access to Internet problems. These aberrant-behavior loads were discarded as extremes of the bell curve... as was the occasional texture that loaded instantly. I found the later to be of special interest though: if every once in a while a full-size texture (512x512) loaded instantly with almost zero delay... why is that? How did that happen? What was working
right for once? This was indication to me that if all things were working right all the time (a "utopian" situation), all inventory texture loads would be instantaneous. Most likely instant texture loads happened at very rare instances when nothing else was impacting any server anywhere. Again, impossible to tell, but there were occasional (rare) aberrations on both ends of the spectrum... textures loading instantly and textures taking far too long. Standard bell-curve averages however, are indicated above.
Of importance in this however, is that on the prior test occasion when tests were run by another user at the same time, average Kitely texture load was 15-17 seconds whereas elsewhere it was appx 2 seconds. That tends to rule out the Internet itself as an issue and brings us down to grid and viewer software and performance. That there are
often times when textures take an excessively long time to load is evidence that "aberrant behavior" can without notice become the norm. This is the area of concern and interest, namely: why does that happen? If this was rare it would be of no concern. That it happens often enough to draw attention is the source of this forum.
These figures bring several questions: Why did Kitely perform significantly better today? Were there fewer avatars on the grid this early evening and thus less impact on the asset servers? Was something fixed already? (Not to my knowledge.) All we have is the data... and the data is accurate. Of greatest interest is the inconsistency of information. The prior readings differ significantly from today's readings. That is a bit of a head-scratcher.
One thing that is evident: heavily-populated areas take longer to load textures from inventory than non-populated areas. That was proved in the prior test comparing the Kitely Merchant Sandbox to a populated world. But a texture load from inventory is a specific on-demand request to the asset server, so should have priority as a user-focus item (a user is directly and currently involved in the request). The same would hold true for a merchant vendor. When a script calls for a
new texture load it is usually because a user is specifically focused on that item, and logically would demand high-priority response.
Just some thoughts on the texture loading process... and additional data to confuse the issue.
