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	<title>Comments on: Fight the lag!</title>
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	<link>http://codebastardredgrave.com/2007/05/30/fight-the-lag/</link>
	<description>Sex gonzo photojournalist CodeBastard Redgrave blogging straight from her SecondLife</description>
	<pubDate>Fri, 21 Nov 2008 15:02:47 +0000</pubDate>
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		<title>By: Lag &#171; SecondLife &#38; Vindi</title>
		<link>http://codebastardredgrave.com/2007/05/30/fight-the-lag/#comment-249</link>
		<dc:creator>Lag &#171; SecondLife &#38; Vindi</dc:creator>
		<pubDate>Sun, 03 Jun 2007 10:18:52 +0000</pubDate>
		<guid isPermaLink="false">http://codebastardredgrave.com/2007/05/30/fight-the-lag/#comment-249</guid>
		<description>[...] Te dejo aquí un enlace donde lo analizan con más detalle, CodeBastard Redgrave &#62;fight-the-lag. Yo  acabo de afinar el ajuste del ancho de banda y estaré atento a si noto alguna mejora. [...]</description>
		<content:encoded><![CDATA[<p>[...] Te dejo aquí un enlace donde lo analizan con más detalle, CodeBastard Redgrave &gt;fight-the-lag. Yo  acabo de afinar el ajuste del ancho de banda y estaré atento a si noto alguna mejora. [...]</p>
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		<title>By: CodeBastard Redgrave</title>
		<link>http://codebastardredgrave.com/2007/05/30/fight-the-lag/#comment-247</link>
		<dc:creator>CodeBastard Redgrave</dc:creator>
		<pubDate>Sat, 02 Jun 2007 18:42:53 +0000</pubDate>
		<guid isPermaLink="false">http://codebastardredgrave.com/2007/05/30/fight-the-lag/#comment-247</guid>
		<description>You are absolutelu right my friend Lami. I think I neglected the aspect of what makes the sim lag versus what makes the actual client lag. You are right particles don't causes sim lag. They are run client side so they provoke client lag. I will review the article in best regards of those, including avatar scripts and such.

TY for the comment!

Codie</description>
		<content:encoded><![CDATA[<p>You are absolutelu right my friend Lami. I think I neglected the aspect of what makes the sim lag versus what makes the actual client lag. You are right particles don&#8217;t causes sim lag. They are run client side so they provoke client lag. I will review the article in best regards of those, including avatar scripts and such.</p>
<p>TY for the comment!</p>
<p>Codie</p>
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		<title>By: Lami Janus</title>
		<link>http://codebastardredgrave.com/2007/05/30/fight-the-lag/#comment-246</link>
		<dc:creator>Lami Janus</dc:creator>
		<pubDate>Sat, 02 Jun 2007 06:30:13 +0000</pubDate>
		<guid isPermaLink="false">http://codebastardredgrave.com/2007/05/30/fight-the-lag/#comment-246</guid>
		<description>Excelent article, just found it from Myg's blog. I would like to add few bits. Most of roleplay SIMs (like Cit of Lost Angels) recomend to lower available network bandwidth to 500, because higher lags others. They do not explain it why, unfortunatelly. Only effect I can think of is that aggressive download of geometry and textures can slow the server. Maybe even update of other avatars position can be affected, requesting the update more often (once the SIM spends more time preparing data for you than for others). I'll try to catch someone to explain it to me, for now I consoder it as unproven (but reduce the bandwith in these SIMs).
And for the particles - I think it needs bit of clarification. There is wide-spread misinformation that particles=lag (same for animated textures). For the particles - it is mostly Client lag. Although really poorly written particle script (like changing color every 0.1 seconds or more often) can generate lots of lag. But the particles itself cause no SIM-lag at all.
Another cases for SIM lag are sensors with insane repeat rate (most personal shields use as low as 0.01s!!!), animation overieds (AOs) adds even more in crowded areas...</description>
		<content:encoded><![CDATA[<p>Excelent article, just found it from Myg&#8217;s blog. I would like to add few bits. Most of roleplay SIMs (like Cit of Lost Angels) recomend to lower available network bandwidth to 500, because higher lags others. They do not explain it why, unfortunatelly. Only effect I can think of is that aggressive download of geometry and textures can slow the server. Maybe even update of other avatars position can be affected, requesting the update more often (once the SIM spends more time preparing data for you than for others). I&#8217;ll try to catch someone to explain it to me, for now I consoder it as unproven (but reduce the bandwith in these SIMs).<br />
And for the particles - I think it needs bit of clarification. There is wide-spread misinformation that particles=lag (same for animated textures). For the particles - it is mostly Client lag. Although really poorly written particle script (like changing color every 0.1 seconds or more often) can generate lots of lag. But the particles itself cause no SIM-lag at all.<br />
Another cases for SIM lag are sensors with insane repeat rate (most personal shields use as low as 0.01s!!!), animation overieds (AOs) adds even more in crowded areas&#8230;</p>
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		<title>By: &#187; LAG fights Lag! M is for Myg</title>
		<link>http://codebastardredgrave.com/2007/05/30/fight-the-lag/#comment-245</link>
		<dc:creator>&#187; LAG fights Lag! M is for Myg</dc:creator>
		<pubDate>Sat, 02 Jun 2007 04:08:10 +0000</pubDate>
		<guid isPermaLink="false">http://codebastardredgrave.com/2007/05/30/fight-the-lag/#comment-245</guid>
		<description>[...] You want to know how? Well get your ass over to CodeBastard&#8217;s post on the topic. It&#8217;s the clearest explanation I&#8217;ve seen on the topic around. Codie gives simple explanations for client-side lag, network lag and sim lag and offers suggestions for what to do about those things. [...]</description>
		<content:encoded><![CDATA[<p>[...] You want to know how? Well get your ass over to CodeBastard&#8217;s post on the topic. It&#8217;s the clearest explanation I&#8217;ve seen on the topic around. Codie gives simple explanations for client-side lag, network lag and sim lag and offers suggestions for what to do about those things. [...]</p>
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