[sldev] Script/Parcel/Memory Limits

Ziggy Puff ziggy at planetziggy.com
Sat Dec 12 22:43:36 PST 2009


I was about to post a question on this as well - my wife heard about 
that blog post (it's spreading pretty quickly among content creators, I 
think) and so I took a look. I found some good info in 3 or 4 of Babbage 
Linden's office hour chat logs. More details on the exact algorithms 
would be very helpful. Some questions I had after going through the 
material I could find:

* Is each script 'charged' 16K/64K, or just what it's using? Is the 
check made on rez / parcel change, or periodically? Maybe this is a 
meaningless question, but I thought Mono scripts could scale their 
memory footprint up and down, in which case a script could have a small 
footprint when it's rezzed.

* Avatar / attachment pool vs. parcel pool - if an av's pool runs out, 
does an attachment try to take memory from the parcel pool?

* The GUI support for reporting script memory usage - will it show the 
footprint of individual objects, like the 'Top Scripts' window? How 
about individual attachments? I imagine the last object that would go 
over the threshold will be the one that's not allowed to rez, but that 
probably won't be the least efficiently scripted item the person is wearing.

Ziggy

Stickman wrote:
> I don't know what the official name is, but it's either Parcel Limits,
> Script Limits, or Memory Limits.
>
> It's been a while since I've heard any official word about it. Last I
> did hear, LL was gathering statistics and didn't know exactly how they
> were going to implement it, let alone what the limits would be.
>
> Has LL made any decisions, and would they be willing to share them?
> More minds on the issue can spot any holes or problems that could
> arise, and there's still some rumbling panic among the masses that
> can't be confirmed or quelled since we don't know how it'll work.
>
> Many thanks,
>
> Stickman
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