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)
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@ -166,29 +166,42 @@
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; into a restart.
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; into a restart.
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InworldRestartShutsDown = false
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InworldRestartShutsDown = false
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; The minimum proportion of a second that any particular frame can take to execute.
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; Statistics scale factor (also known by some as Fudge factor multiplier)
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; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
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; for closer compatibility with viewers, some scripts and users expectations
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; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
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; we tradicionally reported in statistics a normalized value of 55fps when a region runs at the normal rate
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; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
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; of (1 / FrameTime) defined below.
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MinFrameTime = 0.089
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; So multiply factor is applied to that rate (ie a divide in frame time or time per frame)
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; Its value should be 55 * FrameTime.
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; StatisticsFPSfactor = 5.0
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; or you can choose to not apply this factor:
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StatisticsFPSfactor = 1.0
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; Main Frame time
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; This defines the rate of several simulation events.
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; Default value should meet most needs.
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; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads.
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; It should not be less than the physics engine step time.
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; Being a integer multiple of it may reduce some jitter in reported physics FPS.
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; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same
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FrameTime = 0.0909
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; Send scheduled updates to objects in the scene
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; Send scheduled updates to objects in the scene
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; This must be a whole number
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; This must be a whole number
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UpdateObjectsEveryNFrames = 1;
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UpdateObjectsEveryNFrames = 1;
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; Send position/velocity, etc. updates to agents in the scene
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; Send position/velocity, etc. updates to agents in the scene
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; This must be a whole number
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; This must be a whole number
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UpdateAgentsEveryNFrames = 1;
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UpdateAgentsEveryNFrames = 1;
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; Apply pending forces from physics calculations to an entity.
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; Apply pending forces from physics calculations to an entity.
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; This must be a whole number
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; This must be a whole number
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UpdateEntityMovementEveryNFrames = 1;
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UpdateEntityMovementEveryNFrames = 1;
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; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
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; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
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; This must be a whole number
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; This must be a whole number
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UpdateCoarseLocationsEveryNFrames = 50;
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UpdateCoarseLocationsEveryNFrames = 50;
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; Update physics. Within each update physics also updates in a series of contigous mini-steps
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; Physics simulation execution or syncronization, acording to engine. Should be 1
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; This must be a whole number
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; This must be a whole number
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UpdatePhysicsEveryNFrames = 1;
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UpdatePhysicsEveryNFrames = 1;
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@ -890,10 +903,15 @@
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; Max value is 255, min value is 0
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; Max value is 255, min value is 0
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avatar_terminal_velocity = 54
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avatar_terminal_velocity = 54
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; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
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; World Step size.
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; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
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; with legacy ODE this value needs to be close to 0.02s
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world_stepsize = 0.0178
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; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load
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; 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
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; you will need to test acording to you needs
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; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS
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world_stepsize = 0.01818
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; number of iterations of constrains solver, higher should improve results
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; up to a point where acumulated math errors eliminate the improvement
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; more steps may increase CPU load. No real gain in changing
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world_solver_iterations = 10
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world_solver_iterations = 10
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;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
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;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
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