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Followup to size and lag of prims (for Kelly I guess)

Vivianne Draper
Registered User
Join date: 15 Sep 2005
Posts: 1,157
09-12-2006 14:56
Hey Kelly, this is in reference to your answer here:

/139/05/136894/1.html


Ok so I keep my draw distance to the minimum because I don't have an uber video card. It has been my experience that I can fly right through prims that don't render. So if you were to make larger prims, couldn't that help a little with travelling? Put your draw distance low and zoom away....

Couldn't you make it so that you couldn't place the larger prim size at the region edge? That would take care of that problem...

Just seems like larger prims would be a cool thing. Or maybe I'm chasing a dead horse and you guys have kicked this around a lot and its a really sucky idea.
Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
09-12-2006 15:14
It isn't that it is a really sucky idea, it just does have some negative components that we havn't been willing to sacrifice on in the past.

It is possible to run into things that haven't rendered yet for you. While rendering is done client side, actual collision is done server side. There is, however, sometimes a bit of lag from when you enter a sim to when you start colliding. These two issues were a big problem when telehubs were required, it was sometimes difficult to get away from the telehub as you would run into things you couldn't see until they rezed - or even worse you could end up inside a building trying to find a door.

Restricting when prims could or could cross sim borders or where they could or couldn't be in the sim based on their size would seem arbitrary and confusing to many. You would have to go into the long spiel I put in the other thread every time someone wondered why their new space ship wouldn't leave the sim it was in. Most people probably don't want to deal with that level of technical detail - they just want their space ship to work.
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- Kelly Linden