RE: Scripting Question?
Because simply disabling animation (for example) does NOT disable the script itself.
The script will still be there, will still take up memory and will still snag a few microseconds of processing time even if it's not doing anything as the engine checks with the script to see if it has anything to do.
The only suggestion I would make is to move off Mainland. Most Estate Managers are fairly lax about watching performance and most won't complain when all your cats drop the FPS a bit.
I've been asked by some KittyCatS market Estate Managers to take a look at this issue on their regions. They have one more choice you don't have: have their regions relocated so you can't walk, or see, from one to another by putting a one-region buffer around each. This, of course, is not acceptable and is just a stop-gap measure; eventually the problem will grow to the point their only option is to evict a few hundred cats, or reduce the number of avatars allowed on their, and neighboring, island(s).
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To KittyCatS, let me rephrase the question into an feature-request you can actually implement:
Please investigate a low-script 3D "Statue" mode which contains just one script which provides just one function: switch back to "Normal" 3D mode. This should be a half-in-half-out mode: technically the cat should be in the Cattery (so it can eat, drink, sleep, breed) but visually it should be in-world. So the menu would have just 2 options: Send to Cattery (ie., self-destruct) and "Switch to Normal Mode" (which is actually retrieve-from-Cattery). The only complication would be handing transfer of ownership; which I would consider dis-allowing by making the "Statue" mode non-transfer.
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Thinking on it a bit more, we could reduce the load on the region further, and make the switch to non-transfer simple, by using a specialized "Dock" to handle the normal-to-statue transition (I'll call it a Sculptor): send the cat the the Cattery, pull a Statue back in-world. The cat, then, only needs a script to self-destruct and listen for a HUD/Sculptor command to send it (or all statues) back to the Cattery. If we used the Sculptor for the HTTP communications, we would further reduce load on the region by consolidating the HTTP socket. (We'll want to do this, and have the Statue self-destruct if it can't find a Sculptor, to prevent hoarding Statues of cats you've sold .. the Statue would, on rez and periodically, ask the Sculptor if it's still allowed to exist and self-destruct if not, or if it does not get an answer after a few retries.)
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Another option would be to have the Sculptor handle the in-world heartbeat for several (say 10) Statues. In this way, the cats are actually in-world, but 10 cats are sharing a single Sculptor, which could also handle being a food and/or milk dish. This would be a bit more work on the scripting but would avoid a new Cattery mode. I've not fully considered the implications but it should achieve up to an 80 or 90 percent reduction in non-texture resource use.
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I Note that none of these ideas reduce the main source of lag from KittyCatS: texture lag.
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