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Increase prim limits to 16384 prims per region.

Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-29-2006 08:55
From: Argent Stonecutter
Why is the sim limit 15,000 prims rather than 16384? Is there a technical reason, or was it considered a "round number"?


From: Kelly Linden
I believe it was considered a round number.
__________________
- Kelly Linden


If there's no technical reason then 15,000 isn't a round number at all. The fact that you can't fit an even number of prims into a parcel causes an awful lot of confusion for newbies and frustration for old hands.

If it was rounded up to 16384, then that would be one prim per four square meters, consistently, all the way from a minimal 16 meter four prim plot up to a sim. And a 10% change in the number of prims in a sim would be well within their capabilities.

Now I suspect that the "real" sim limit is actually 16384, based on comments I've read about a "10% overhead" for vehicles, temporary prims, and so on. That's why I was wondering about technical limits - if the prim index is stored in a 15 bit field somewhere, for example, then no region could ever "really" have over 16384 prims. If that's not the case, then I think increasing the limits by 10% to allow a standard, easily understood, four prim per basic square quota would have enormous benefits for the millions of new members who are expected to join over the next year. :)
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
12-29-2006 11:40
From: Argent Stonecutter
If there's no technical reason then 15,000 isn't a round number at all. The fact that you can't fit an even number of prims into a parcel causes an awful lot of confusion for newbies and frustration for old hands.

If it was rounded up to 16384, then that would be one prim per four square meters, consistently, all the way from a minimal 16 meter four prim plot up to a sim. And a 10% change in the number of prims in a sim would be well within their capabilities.


I agree 100%. 15000 is a really ridiculous number, with prime factors 5, 5, 5, 5, 3, 2, 2, 2. All those fives make things really inconvenient. If LL ever considers upping the number of prims a sim can support, I really hope they go to 16384.

From: someone

Now I suspect that the "real" sim limit is actually 16384, based on comments I've read about a "10% overhead" for vehicles, temporary prims, and so on. That's why I was wondering about technical limits - if the prim index is stored in a 15 bit field somewhere, for example, then no region could ever "really" have over 16384 prims. If that's not the case, then I think increasing the limits by 10% to allow a standard, easily understood, four prim per basic square quota would have enormous benefits for the millions of new members who are expected to join over the next year. :)


I dunno... I doubt that there's any kind of "prim index" like that, and 14 bits is a pretty weird number of bits to use for something like that. (It'd actually take 14 bits to store 16384 indices). Prims are flying in and out of a sim all the time, and it seems to me like it'd be pretty inefficient to constantly try to assign them "slkots" in some kind of sim-wide prim-index table. I've also heard of experiments involving using temp-rezzers to get way above 15000 prims in a sim... probably above 16384 as well, and if there were some kind of absolute limit, I think we'd know it by now.

So it seems like there's no limit other than what a simulator can handle. 15000 was pretty arbitrary, and I have questions about whether a "full" sim is really all that stable, so I'm not for just instantly upping to 16384 without testing. But if LL does do testing and decide to up the number of prims in a sim, I'd sure rather see 16384 than 17000!