Its not just the sim builders... its not just the meters. Its not just the pillows that have to have fully built sex-gen systems, or the rooms that have fifty pieces of furniture that all have said systems. Its all of those (Sorry but most furniture seems to be made with modified freebie scripts that end up as twitching laggy hackjobs).
The Gor sims I've seen usually have a couple thousand scripts running on the sim itself without counting the people. Thats all those chairs, doors, all of itbut another overlooked part?
The freaking multi-screen self-updating vendors with 10+ scripts apiece. That there is a HUGE part of lag in alot of sims because even the best script uses a base amount of resources when running.
But the worst. The absolute number one culprit is the players. On one raid I put on my autotroll hud... it gets the number and max script use of everyone your client radar picks up. The average number of scripts per man was over 100. Many gorean weapons have 3-4 scripts in the worn, and the used, parts. Women have hair, slaves have those goddamn jingly bells I want to wrap around my hand and use to fist them til they bleed out. AOs. Huds. Facelights. Penises. Vaginas. Tits that sing. But mostly weapons.
Weapons in Gor are very often VERY overscripted with various arrow types, and shouts and sensors all the fuck over the place. And yes, the GM isn't laggy by itself, but it relies on sensors, which will always add that little bit of lag. And vehicles, airplanes speficially, can really get bad when not scripted well and a Tarn is just a vehicle as far as SL is concerned.
Its not the number of prims, sorry. Its the scripts.
The battle of Tyros against Ar, at the Ar wall was laggy as hell. I believe there was maybe 10 or 12 (I may be wrong, feel free to correct me) men there. We were using bows and arrows, and swords, with like... one tarn? Two? The lag was unbelievable. I couldn't freaking move. When there wasn't that number of people,the sim was fine, but with those warriors there the sim just went "HNNNNNNNNNNG!" and fell over clutching its chest.
I can't say SL combat is always smooth, but. An Alliance Marine with his sword, wrist shotgun, grenade thrower, rifle, wrist computer, and jumppack clocks in at 10 scripts. when someone isn't tasked to carry a heavier weapon that requires more complex scripts? Thats the max.
I am currently scripting a fighter bomber that will have 3 scripts in the entire damn thing. But part of that is we fight literally every day. Instead of waiting for shops to release things, we are advancing after every fight. When a group started using tank lines against us, one of our group scripters made an anti-tank missile -during- the fight. I jury rigged an assault cannon by modifying my anti-tank rifle. We've seen plane refits. When things lag we HAVE to improve it or else the combat grinds to a halt.
Gor, since I've seen there's not really a such thing as a "sim scripter" is at the mercy of the weapon makers. And in many cases that isn't someone using a long development period with dedicated workers (Though there are those that do so I am not calling out ALL of them), but are instead using cobbled together 'weapon kits' or freebie scripts. In Gor, with weapons, it seems to be more important that it works well. Because since you'er wearing 200+ scripts anyways, it doesn't matter if your bow is horrifying.
There used to be a gif here. It was awesome. But it's gone now.