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Havok 4 Prim limit increase?

Diamond Naumova
Registered User
Join date: 6 Feb 2006
Posts: 14
06-08-2009 22:54
Ok I've tried sifting over a ton of different forum threads based on a few search words and cannot come up with anything that answers my questions so i am asking it here.

After reading that Havok 4 is supposedly live and logging in to check things out (been away for awhile) I was extremely excited about the old promise of the upgraded game engine giving us more prims to work with when creating physical objects. I quickly made a flying machine and once i went over the 32 prim limit it yelled at me?

So my question here is what happened to the promise of a higher limit from an engine upgrade? Was it an empty promise? Was there some issue they are still ironing out? Is this ever going to happen? Or is there some button i am not clicking to switch me over to havok 4? heh

Basically the reasoning behind this is I have always felt the work arounds for making larger vehicles to be a tad laggy, untrustworthy, and not to mention ugly at times. I like to create transportation and have trouble culling down details when it's meant to LOOK great! I am just curious if this is ever going to happen here. I remember LL talking about that in beta :|

Anyways thanks for any help you guys can provide. Hopefully It's just a delay but being so hard to find any info on it (at least for me) it seems to be buried :(
Ron Khondji
Entirely unlike.
Join date: 6 Jan 2007
Posts: 224
06-09-2009 00:31
Havok 4 has been live for quite some time allready. The most noticing change it brought was that it has killed most orbitting and push weapons. Which is a good thing :)

I don't know about any promises but I found this in a old thread (10-03-2007)


From: someone

Linden developer 'Andrew' said that the limit is still 31 with SL & Havok 4, not because of Havok4 limitations, but because of sim crossings:

"The prim limit for dynamic objects is 31. The reason the limit was not
changed in Havok4 is the border crossing problem, which is unrelated
to the physics engine. The more primitives in an object (and scripts,
and object contents, etc) the longer it takes save/load the object
across the border. We'll be tackling that problem later -- reducing
the crashes is more important"

They said that they will not introduce new features when havok 4 is introduced at the main grid. But that they will work on the feature enhancements later (thanks to the 'Project Open Letter').


About those sim crossings: I have this 30 prim bike and even today, with the new shiny LLNet oparational, it's impossible to smoothly ride across sim borders.
Abigail Merlin
Child av on the lose
Join date: 25 Mar 2007
Posts: 777
06-09-2009 03:19
Interesting side note is that during the beta testing of havok 4 it was posible for a while to build verhicles with more prims, not sure the limit at the time but I think it was set to 64 but could theoreticly be even bigger maybe beyond 256.
Offcourse this was due to an unintentional setting of a buildtime constant and was changed back ofter one or 2 upgrades (the beta group had sometimes 2 or 3 upgrades per week).
Diamond Naumova
Registered User
Join date: 6 Feb 2006
Posts: 14
06-09-2009 11:25
Yea back in SL beta and a bit after I remember them talking about someday when they upgraded the engine "think they were talking Havok 3 at the time too" they said something about a 200ish prim limit in objects.

Now Havok 4 can handle it but their processing on sim borders cannot? Many games don't have near as many "border" issues as SL I wonder how they do it so easily...

I could understand if it was to get crazy with HUGE prim builds but even issues with the current and it's been that way since beta? Has there been any true mention in the last couple years about sim borders getting better or being worked on in a more focuses manner? This has been the main reason myself and several others left SL.

Our fun potential ideas (after they took our casinos away and stopping paying for event hosting not to mention Land Bonus for traffic) all rely on a more stable sim transition... Was hoping they had that ironed out by now :(

@ the thread you posted, yea i know what a let down eh? Notice I posted there? :p