[sldev] User needs on script limits

Lear Cale lear.cale at gmail.com
Wed Dec 23 05:57:16 PST 2009


>
> If the Lindens were reasonable and ACTUALLY went into a
> discussion, open to technical arguments and reasoning, then
> we could have really talked about this in a mature and
> professional way;


They are, and they did, and this discussion began months ago.  Sorry you
missed most of it.

This is a case where LL is being quite reasonable, and moving forward in a
cautious sensible way.  So far most the "better" proposals have been
hopelessly complicated and with little technical merit.
Technically sensible ideas have been listened to and responded to.

We need to applaud them for their approach this time.  Yes, it's going to
drive a lot of people crazy, but the problem is significant and needs to be
addressed.  The biggest criticism we could level at them is that they didn't
do it earlier -- but the really serious memory issues didn't appear so much
with LSO (for reasons I think Argent understands, but escape me).

The users' perspective is certainly not being igored -- especially the user
who can't even use their home sim because it's thrashing, with frame rates
below 1 FPS, because of extreme overusage of script memory.  The problem
here is "the tragedy of the commons".  Whenever there's a communal resource
that everyone can use freely, some use far more than their "fair share" and
use it up for the rest.  In this case, nobody even knew what a "fair share"
was, before we started hitting these problems and LL started monitoring it.
We're still in the learning stage, btw.  But it's clear that script memory
limits are necessary.  You can argue against that all you want, but it will
be in vain -- that decision has been made.  What remains to work out are a
number of details.
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