Possibly also I imagine due to limitations of what the physics engine at the time could handle.

This is something I've been thinking about a bit recently, SL aviation is pretty much stifled by playing Russian roulette on sim crossing and 256x256 is a bit tight to fly around in. In theory you could do a larger one as a server side only modification, backwards compatible with existing viewers, by making it pretend to be a 2x2 group of four regions when talking to the client, faking the handoffs, but I'm no expert on the protocol issues.

You could possibly get something close by making arrangements so that a group of four regions are guaranteed to be running on the same simulator, so region crossings still happen, but they should be as smooth as possible. However then you have the management headache of coarser granularity allocating regions to servers.

Aimee.

On 29 Oct 2008, at 20:43, Zha Ewry wrote:

The client makes a bunch of 256x256 assumptions. It *knows* where the
edge of the sim is,w hen to hand off, and if there is a sim adjacent,
based on it's geometry of the grid, and the handles of the sims it is
talking to. Breaking that is both a protocol issue and a code issue. I
expect, in time, it will be tackle,d but I agree that it's less of an
urgent issue than many, many other issued, including, as Soft
mentioned, having crossing be less disruptive.

~ Zha

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