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Prioritised rezzing for roads/bridges

Avery Mason
Registered User
Join date: 15 Dec 2005
Posts: 1
01-14-2006 19:17
We all understand that the SL servers have to download vast quanities of graphics and prim information to your client, especially if you're moving around. However because of this, driving and the effective use of almost all land-based vehicles for recreation or racing is virtually impossible, as you literally run out of road if you're travelling much over 30-40km/h.

I suggest that the road and bridge primitives, which all belong to the Maintenance Linden group, should be forced to rez first, either by default, or by an option in preferences, thereby drivers will always have roads to drive on, even if the surrounding buildings aren't fully visible by the time you've moved past them.

Some of the ground vehicles in Second Life are superb, beautifully designed and scripted, and the map is covered in roads, many of which wend their way through some of the best tourism spots in the game. It just seems a terrible shame that they're just about unusable.
Elvawin Rainbow
Registered User
Join date: 30 Aug 2005
Posts: 172
01-14-2006 20:48
No way I walk everywhere I hate vehicles I want the pretty flowers to rez first
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"Off with their Heads"
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-15-2006 01:27
Whether you like pavement or lilies more, there ARE some weird things with the way I've noticed the "interest list" load in SL. A good example is flying back and forth between West Haven and Blumfield, and carefully observing what rezzes first. Watch as doors and lamps and other small objects unlinked to the main houses pop up, while the big houses and roads come up later. Keep bouncing back and forth and watch this happen again and again.

Sometimes, out motoring, the problem isn't just the roads, but what's on your avatar--as well as your passengers! Lots of attachments will visibly decrease the smoothness of the ride as things are "handed over" from one region to another.

I am very hopeful tho that all the innovations we've seen in vehicular creations will lead to better travel... it's really egging it on! :)
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
01-15-2006 07:16
From: Torley Linden
Whether you like pavement or lilies more, there ARE some weird things with the way I've noticed the "interest list" load in SL. A good example is flying back and forth between West Haven and Blumfield, and carefully observing what rezzes first. Watch as doors and lamps and other small objects unlinked to the main houses pop up, while the big houses and roads come up later. Keep bouncing back and forth and watch this happen again and again.


I think this is normal behaviour, when objects are added to the interest list the are added using the distance from your viewpoint to the centre of the object/linkset, so doors at the front will appear before the building because the centre of the link is further back
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
01-15-2006 10:06
I would suggest a revamp of the entire roadway system. Get rid of the two prims wide roads. and make it one. A 50% cut prim goes long way. plus is wider than 10m. In the attached image. you can see the Red and Blue on the prim. The road image is mapped on both halves and just flipped on the other half. Also makes nice curves.

Of course this won't work for areas where you have to go underneith the roads. such as bridges. But if your roads are less than 10m then use a prims cut .125 by .625 then you can make them a thin as you want.