I don't think you thought through all cases. Consider blind users, as 
they would only be concerned with objects within relative space, then 
even on a busy sim the sim would not have to send any updates to the client.

Even if not blind, lets say someone has their view limit set only to 
relative space, as would be the potential possibility for those that 
mainly leave their client open for chat. Normally the viewer is set to 
greater than 64m away view distance, yet if someone has the chat window 
maximized then that distance isn't really needed. It would be an option 
to have the viewer automatically drop viewable distance to 30m or less, 
which would be optimal for chat distance.

It's a use-case/concept that is low-hanging fruit for client-side physics.

Dale Glass wrote:
> It seems to me you're optimizing for rather narrow cases: sims of mostly
> static objects, and presumably nobody else around. But why optimize for
> something that is going to be very fast already? 
>
> The most benefit would be gained from improving the performance of busy
> sims, but it sounds like those ideas would rarely work in such a case.
>
>
>   

_______________________________________________
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Reply via email to