
LSL vs Mono deathmatch
Filed under: Betas, Video, Second Life

While the upcoming Mono is agreeably faster than LSL for Second Life scripts, and in many cases a lot faster, there are some situations where this does not always appear to hold true.
One such case is object updates. At present scripts that perform object updates might not perform faster than LSL - and might actually be a bit slower. Thanks to Todd Borst, we can show that to you, in glorious video, direct from the beta-grid!






Reader Comments (Page 1 of 1)
4-17-2008 @ 2:25PM
Todd Borst said...
Some additional clarification. This test is animating 100 linked prims. The animation is controlled by scripts contained in each of the linked prims that listen for linked messages from the root prim.
The linked message to change prim positions are broadcast from the root prim on a 2 second interval.
Therefore the interval of animation is always fixed for both. The important difference here is the speed of individual updates which is noticeably slower for Mono. At least for now =]
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4-18-2008 @ 3:55PM
Nacon said...
As a scripter, I don't think that's a real define way to do testing like that.... since you're using LSL and Mono in the same sim....
Best to do it at the edge of a sim, LSL in one sim and Mono on the other sim. LSL comes first in CPU resouces and that may have been trottling Mono back behind LSL. Or time them but only run one side at a time.
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4-20-2008 @ 9:23PM
n8k99 said...
i agree with nacon- particularly as the timing discrepancies on the screen appeared to be left to right in a screen paint aspect. do it again, switch the positions. just for grits and shingles :)
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