diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index d6955c3f28..e1bdb0f148 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -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