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512 by 512 or 1024 by 1024 sims possible?

Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
12-27-2005 10:13
It seems like the x,y,z dimensions of a sim might be arbitrary. Is it possible within the Havok engine to have servers on a larger scale than we currently have? These servers would still have just 15K prims, but they would have 4 times or 16 times the area.

Two uses I'm thinking about:

1. Vehicle sims, where the distance between sim borders would be greatly increased.
2. Residential SIMs where the basic plot was still 117 prims, but the area you are building on is 4 or 16 times the size. Bigger yards make better neighbors.
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-27-2005 10:25
heh, I proposed this quite a while ago. didn't get that much support on the voting page.

http://secondlife.com/vote/index.php?get_id=404
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Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
12-27-2005 10:53
well, you just got one more vote
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-27-2005 11:01
heh, sadly I have no idea how to sell a proposal like some people can. And the way the voting page works, proposition 404 will never get seen by most people who go take a look at the voting page.

When I wrote the proposal I was trying to think of technical difficulties it might cause. Floating point precision shouldn't be a problem with dimensions of 512 instead of 256. I suppose placement on the grid might be tricky, but not impossible. having it be a disconnected land mass would be fine.

Heh, maybe this thread will get it noticed some more.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
12-27-2005 11:17
I've been told that it originated as a border problem. Sims can only support one connection per "side" and none at top or bottom. Basically every sim on a grid has to be the same size in order for the grid to function properly. And thus it was hard coded.

When they finally publish a wrapped release and let us build our own grids, we'll likely just have to add 256x256 sims to it for more space. All Hail the old Microsoft mindset of "why would you want to do it any other way?"
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-27-2005 11:19
so if it's a matter of one sim connection per side, make a disconnected continent off to the side. If it becomes popular enough at some point in the future put a dev group together to change the hard coding :P.

Anyway, while the info is appreciated, vote on the idea if you think it's a good one and should it get enough support they might just decide to work on it regaurdless of the difficulties. All changes provide challenges. The question is, is the change worth overcoming them.
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Bertha Horton
Fat w/ Ice Cream
Join date: 19 Sep 2005
Posts: 835
12-27-2005 19:23
I'd rather have 30,000 prims per 256x256 sim than a 512x512 sim with 15,000 prims.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-28-2005 12:28
From: Khamon Fate
I've been told that it originated as a border problem. Sims can only support one connection per "side" and none at top or bottom. Basically every sim on a grid has to be the same size in order for the grid to function properly. And thus it was hard coded.
There's at least one sim that's not the same size as the rest... the space sim.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-28-2005 12:30
space sim? where? can you drop a bookmark on me?
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Rickard Roentgen
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Join date: 4 Apr 2004
Posts: 1,869
12-28-2005 12:32
From: Bertha Horton
I'd rather have 30,000 prims per 256x256 sim than a 512x512 sim with 15,000 prims.


They already have and can do that. Some of the zoned land experiments involved shopping or city sims where the land had twice the prim limit. If you buy an island you may be able to get them to do the same thing for you if you're willing to live with the possible performance hit.
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Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
12-28-2005 12:34
From: Bertha Horton
I'd rather have 30,000 prims per 256x256 sim than a 512x512 sim with 15,000 prims.


I don't think thats the way it works.. Doubling the size of the sim wouldn't take up so many resources.. Doubling the prims DEFINATLY would..
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Zapoteth Zaius
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Join date: 14 Feb 2004
Posts: 5,634
12-28-2005 12:36
From: Rickard Roentgen
They already have and can do that. Some of the zoned land experiments involved shopping or city sims where the land had twice the prim limit. If you buy and island you may be able to get them to do the same thing for you if you're willing to live with the possible performance hit.


Didn't they do that in the city sims by reducing the amount of land for sale, and making it protected linden land, so the sim still maintained around the same prim limit?
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Rickard Roentgen
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Join date: 4 Apr 2004
Posts: 1,869
12-28-2005 12:37
I think they did make a lot of land protected linden land, but it wasn't how they raised the prim limit. It was how they prevented the raised prim limit from causing a resource problem.
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Ushuaia Tokugawa
Nobody of Consequence
Join date: 22 Mar 2005
Posts: 268
12-28-2005 12:56
From: Argent Stonecutter
There's at least one sim that's not the same size as the rest... the space sim.


Are you referring to the space server? If I understand correctly the space server is not sim-like in its functionality.

From: Rickard Roentgen
I think they did make a lot of land protected linden land, but it wasn't how they raised the prim limit. It was how they prevented the raised prim limit from causing a resource problem.


Correct, if you look in the Objects tab of the About Land window in the city sims you will see Simulator Object Bonus Factor: 2.00. This is how the Burning Life parcels are allotted extra prims as well.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
12-28-2005 13:07
From: Bertha Horton
I'd rather have 30,000 prims per 256x256 sim than a 512x512 sim with 15,000 prims.
Not me, I need the space to spread landscaping views and reasonable texture loads. I'd gladly settle for a 512x512 with 15k prims. I'd be easier on a machine than running a quad of 256s with all those borders.
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Rickard Roentgen
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Join date: 4 Apr 2004
Posts: 1,869
12-28-2005 13:14
precisely, though I think you could still run a quad of these proposed large area sims on the current server hardware without seeing many or any performance issues.
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Argent Stonecutter
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12-28-2005 13:42
From: Ushuaia Tokugawa
Are you referring to the space server? If I understand correctly the space server is not sim-like in its functionality.
I'm talking about where you get when you boost yourself up into the hundreds-of-thousands or millions of meters range. Lateral movement seems to toss you across many sims in a short time, as if you're in one big "space sim" that covers all the rest, where each square meter covers a whole sim.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-28-2005 13:54
oh... I'd say that's a floating point precision problem. At that elevation the Z component looses precision. If you also are jumping sideways by a couple hundred meters I'd say that the X and Y components are also loosing precision though that should be a bug, since they don't need to change their precision as I understand it. Heh, the ease of switching sims is probably do to not having to load much way up there and the fact that you're not in a vehicle and can't see any landmarks to show a drop or gain in altitude or any stuttering.
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-28-2005 15:37
btw, feel free to mention this proposition to people you know :). Word of mouth can't hurt.

Well actually it can, but in this case, because you are all obviously of sound mind (in agreement), I believe it could have a positive outcome.

^ That's a joke, I'm not only not in my right mind, I lost it.
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-29-2005 16:41
woot, up to 73! lol wish it told me who voted. I'm very curious. Figure that means it only needs about 400 more votes before it gets noticed by a dev team :P.
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Jumpda Shark
Registered User
Join date: 18 Dec 2004
Posts: 41
12-31-2005 06:40
It would be much easier to just shrink the avatar. Simply reducing the size of the avatar and camera hight could turn 512m2 lots into rolling estates. Why LL settled on the relatively huge avatar doesn't really make much sense to me.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-31-2005 10:58
it would have been easier to shrink the avatar before sl was populated at all. Now that it's populated, shrinking the avatar would require shrinking everything avatars interact with :). So after the fact, scaling the region, rather than scaling everything else is easier. heh, and ya, the avatars are huge, but avatar size isn't the only thing that makes regions seems small. it's also the speed you travel at and view distances. Personally my avatar is my real world size, but it doesn't stop me from feeling a little constricted now and then.
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