add StatisticsFPSfactor configuration option (fudge factor) with default of 1.0 (inactive), corresponding to current decision. rename MinFrameTime as FrameTime, change its value and ODE step time. Changed several related coments. (someone may need to translate them to proper english)

avinationmerge
UbitUmarov 2015-11-08 04:38:58 +00:00
parent 097c56330a
commit 3dc16b74af
1 changed files with 31 additions and 13 deletions

View File

@ -166,29 +166,42 @@
; 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
; Statistics scale factor (also known by some as Fudge factor multiplier)
; for closer compatibility with viewers, some scripts and users expectations
; we tradicionally reported in statistics a normalized value of 55fps when a region runs at the normal rate
; of (1 / FrameTime) defined below.
; So multiply factor is applied to that rate (ie a divide in frame time or time per frame)
; Its value should be 55 * FrameTime.
; StatisticsFPSfactor = 5.0
; or you can choose to not apply this factor:
StatisticsFPSfactor = 1.0
; Main Frame time
; This defines the rate of several simulation events.
; Default value should meet most needs.
; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads.
; It should not be less than the physics engine step time.
; Being a integer multiple of it may reduce some jitter in reported physics FPS.
; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same
FrameTime = 0.0909
; Send scheduled updates to objects in the scene
; This must be a whole number
; This must be a whole number
UpdateObjectsEveryNFrames = 1;
; Send position/velocity, etc. updates to agents in the scene
; This must be a whole number
; This must be a whole number
UpdateAgentsEveryNFrames = 1;
; Apply pending forces from physics calculations to an entity.
; This must be a whole number
; 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
; Physics simulation execution or syncronization, acording to engine. Should be 1
; This must be a whole number
UpdatePhysicsEveryNFrames = 1;
@ -890,10 +903,15 @@
; Max value is 255, min value is 0
avatar_terminal_velocity = 54
; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
world_stepsize = 0.0178
; number of iterations of constrains solver, higher should improve results up to a point, but taking more time. No real gain in more than default
; World Step size.
; with legacy ODE this value needs to be close to 0.02s
; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load
; you will need to test acording to you needs
; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS
world_stepsize = 0.01818
; number of iterations of constrains solver, higher should improve results
; up to a point where acumulated math errors eliminate the improvement
; more steps may increase CPU load. No real gain in changing
world_solver_iterations = 10
;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim