Expose minimum frame time and update periods for experimentation.

Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change
Defaults are the same as previously.
More information to come on opensim-dev shortly.
Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-10-13 23:47:37 +01:00
parent 128d8dfd8b
commit 4e7d4330c2
2 changed files with 75 additions and 19 deletions

View File

@@ -115,6 +115,48 @@
; into a restart.
InworldRestartShutsDown = false
; The minimum proportion of a second that any particular frame can take to execute.
; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
MinFrameTime = 0.089
; Send scheduled updates to objects in the scene
; This must be a whole number
UpdateObjectsEveryNFrames = 1;
; Send position/velocity, etc. updates to agents in the scene
; This must be a whole number
UpdateAgentsEveryNFrames = 1;
; Apply pending forces from physics calculations to an entity.
; This must be a whole number
UpdateEntityMovementEveryNFrames = 1;
; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
; This must be a whole number
UpdateCoarseLocationsEveryNFrames = 50;
; Update physics. Within each update physics also updates in a series of contigous mini-steps
; This must be a whole number
UpdatePhysicsEveryNFrames = 1;
; Clean up temp on rez objects.
; This must be a whole number
UpdateTempCleaningEveryNFrames = 1000;
; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
; This must be a whole number
UpdateEventsEveryNFrames = 1;
; Send terrain updates to viewers
; This must be a whole number
UpdateTerrainEveryNFrames = 50;
; Persitently store any objects which meet the PRIM STORAGE criteria
; This must be a whole number
UpdateStorageEveryNFrames = 200;
; ##
; ## PRIM STORAGE
; ##