Although there is a design issue to consider (ie. after all, you can only have 8 HUD attachments and you still wish to have some space on the viewport left...), I was wondering what would create less lag...
1) A complex voice-activated command system with an open llListen();
2) A HUD with, say, 30-40 buttons that activate commands through llMessageLinked() and no open channels.
If 2) is a far better choice, well then, we have our use for a HUD as a lag-reducing mechanism
If not, it'll be a niche device for use on some types of games that need to display hidden information and eventually some things like personal vendors or ATMs (in the future, I suppose that HUDs will also be able to display HTML, even in 1.7...).[Of course, if we ever get quick object-to-object communication (say, as quick as llMessageLinked() ), I expect HUDs to become widely used!]
How should/could we test this? Sort of having 40 avatars testing two different approaches - a traditional one with an open llListen(), and a HUD-based one - I'm not sure there is an alternative way to do some benchmarking, or is there? Any suggestions?

