Simon Linden answers a question about the complications in transferring from region to region, teleporting as we say. I won’t go into that here. Get the time from the index and watch the video if you are interested.
This is probably the first time most residents have heard Simon using voice.
To handle dropping mesh there is server-side code that is missing. So, physics and Land Impact fail to work as intended.
There is a discussion about the problem. There is quite a bit in the forum.
A question is asked about reworking materials. Vir answers there is nothing on the roadmap now.
A question about pathfinding (PF) not being able to work inside hallow objects. Is it a bug?
There is a sort of consensus it was designed that way. I think I remember Pathfinding being built toward the end of the mesh project. To get the PF project completed things like in water behavior and caves were ignored.
Asked if VolumeLODFactor would be reviewed… Vir answered that there are a number of render cost factors the Lindens want to review and VolumeLODFactor is in the group.
While Vir is interested, his time is being used up by animesh. I infer from what he is saying this is something he intends to get to. I would suspect he will get into it when they have animesh in RC on the main grid. They will be collecting enough performance information then making well-informed decisions.
Animations at Distance
You probably know that animations do not look right when viewed from a distance, they speed up and look like the Keystone Cops in movies from the 1920’s.
The Firestorm people have a fix. They turn off the animation optimization built into the viewers. Vir, points out it is a workaround, not a real fix, but one the Lindens may also use until they can get it fixed.
Vir says they haven’t checked the optimization benefit to performance. So, the optimization may not be helping performance enough to worth the effort.
Vir repeats himself on Land Impact and poly limits for animesh. It is temporary. Deal with it. It will change.
More pages… links below.