[sldev] Static universal memory limits are operationally non-scalable

Robert Martin robertltux at gmail.com
Sat Dec 19 06:36:18 PST 2009


As a sidebar to this issue what if LL would identify scripting cases
that can be replaced
or minimized in memory useage/runtime and then work on doing so

just in avatars you have several cases to work with
1 Tinies: have an avatar shape that is say 0.3 meters tall to 1.5
meters tall (yes this will also allow for better child avatars)
2 Quadraped/Digitgrade: have a shape that is 4 footed
3 resize scripts: this can be solved by having a [halt script/done function]
4 bling/particle emitters/type animations: these could be flagged for
the first ones to be halted
if the sim needs memory
5 translation huds/devices: could somebody please build this into the client


an other idea to solve memory problems (and solve a griefing problem
at the same time)
is if the sim starts getting "tight" then script halt and derez the
highest NON parcel/sim owner avatar and all objects owned by this
avatar.
So if somebody decides to pop in and use some of those rezzer/particle
storm objects they and their objects go "poof" but somebody that wants
to have a party on their own parcel is "safe".
-- 
Robert L Martin


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