I've been years in I.T. and I -know- how the SL Grid works. I know how networking works. I know how servers work. Knowing these thing in the general paradigm of computer networking, and then following Linden lab very closely since 2006 on how they have the grid set-up and functioning... I can say I firmly - very firmly - believe these script-count-enforcer tools are actually creating more problem than they are solving.
Cyprianus used them (and - omg - in the worst possible way: as scanners every 30 meters or so) - Turia is using them (in collision mode) at the in/out points of the sim proper - possibly other places I don;t know. Perhaps other sims are using these, I don't know.
But here's the issue...and the problem. First, about how the sim server actually handles scripts.
The server handles a lot of different things: serving prim descriptions for your viewer to build, serving textures to give color, tracking your avatar position, tracking other avatar positions, tracking the prims and textures of every visible attachment on avatars, tracking your movement, coordinates on the sim, direction and what you are doing (moving, sitting, etc.) and the same thing for every avatar on the sim and sending all that data to every person on the sim.
And running every script on the sim.
Linden Lab - more than a year ago (I think it was even two years now) have changed the priority of scripts to the lowest level possible. This means when the server begins to stress, the very first thing it will do is slow-down running of scripts.
This means scripts will stop working BEFORE the server starts bogging down (lag appears). Since your swords, bows, collars, AO HUDs and other scripted things start stalling (because the server is slowing down script execution) YOU *think* the sim is lagging, when it's not. You can still move around and all that stuff. When lag gets so bad you can't move - it's not scripts, it's the number avatars and prims-on-avatars that are the problem. (And sculpty builds and too many different textures in the build and so on).
Prims are the biggest cause of lag, especially moving prims (and especially avatar attachment prims and scultpies make that worse - just wait until sim owners start over-doing mesh!).
Fact: the more avatars on the sim, the more lag you will experience NO MATTER how many scripts are running - even if scripts are turned completely OFF. (Really, sim owners: try it. Turn off scripts on a laggy day and see if your lag improves. IT. WILL. NOT.)
Now the problem with these script count enforcers: they add to the problem, not solve it because it is a NEGATIVE SUM scenario. The people who created thse and are selling them are using your instincts (which are actually wrong) to hood-wink you into thinking you have a tool that helps avoid lag. You don't. All you really have is a tool that just pisses off your visitors by forcing them to change things on their avatar in most cases.
And I already know there will be those who respond to this thread proclaiming I'm just whining because I wear too many scripts (umm, no - I slide though these things quite easily actually - especially since I go unarmed.)
Let's just call all the resources of a script the "script energy" for simplicity:
If a user is wearing 20% energy and the enforcer tool is using 10% energy, the user who removes 10% energy now only uses 10% energy. This is a zero-sum equation because now the user and the enforcer are each using 10% energy = 20% energy. However, you've just pissed-off the user who was forced to change their avatar in some way just to enter the sim. They get the feeling of "I guess they don;t really want me here).
Here is where it goes negative-sum: since one enforcer is practically useless, the sim owner sets out several: say 5. So let's say there is now 50% energy used in enforcing.
Four people come into the sim, each using 20% for a total of 80% energy. The enforcer forces them to remove shit - now they each use 10% energy for a total of 40% That 40% energy used by the users plus the 50% used by the enforcers is 90%.
However, if the users were allowed to just wear their 20% each and the enforcers were NOT there, total energy would be 80% - 10% LESS.
So these script scount enforcers are actually back-firing against their stated goal of "reducing lag" (they technically create MORE lag) and it's moot because scripts are the lowest server priority so they don;t actually contribute to lag anyway, making these enforcers even worse.
So, to all you sim owners with the knee-jerk instinct to use these thing, please know that when I visit your sims and if I am actually told to remove attachments to lower my script count, the FIRST SCRIPTS I WILL DETACH WILL BE MY METER AND HUD. So I hope you are a meter-optional sim. -snickers-
So there it is. Now I'm curious if any of you have been "forced" to remove attachments or huds and whatnot in order to enter a sim. And if you have - did you just reattach them once inside? OR, did you just say "fuck this" and TP out to the next sim on your sim-hopping list?
In-world: financially defunct eccentric slaver.NOTICE
:See? I am not taking myself as seriously as you do.You have real issues.
Now go read my blog. http://SociallyMundane.com