Maria later points out that Sansar will use instances of places. In SL we are together in a single community/world. In Sansar it is looking more and more like we will be there just for the event or experience we entered.
ve all been in sharded worlds, where 50 to 100 players are on a server and the next 100 on another and so on. Those on one shard cannot see those on another shard. This seems to be the Sansar model. Is this a tech limit or an effort to keep Sansar simple to use?
To some degree we have that ‘sharding’ in SL. Each region could be considered a shard. But, we can easily cross from one region to another. Most games require one to log out to get to a different shard (region). In SL we have one instance of a region/shard. When it is full of avatars, it is full and no more can enter. Sansar will add ‘instances’ so we can duplicate places to as many servers as needed for the number of people trying to get in. Web sites do that now. That is the goal of scalability, which it looks like Sansar will be.
With Sansar we aren’t hearing whether we can talk to anyone, anywhere, at any time. Will we have group chat? I don’t recall it being mentioned. Marie never digs deep enough for the question to occur to her.
Marie points out that Sansar will provide the minimum 90 frames-per-second (FPS) needed for VR. She points out that this isn’t just an upgrade of SL tech. But, SL has been advancing. There are a number of paces in SL where my viewer maintains 90+ FPS now. I doubt Marie noticed. But, while SL cannot guarantee a minimum 90 FPS they are moving in that direction. Server updates consistently off load region tasks to backend and third party servers. Viewers get faster. Content creators are pressed to create more game-render friendly content. We may get SL there.
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