Laurent Laborde wrote: > 3) everytime something change in the sim, a new state uuid is > generated and sim cache is discarded.
Here's another crazy idea that intrepid coders could play with - a two level cache, with per-region bucketing and reference counting. Assume the resident visits a limited number of regions very frequently, and assume that region contents change infrequently on the whole. Implement a cache bucket per region. Have items age out of the cache within buckets as infrequently as possible (and reference counted, so assets used in two regions are only purged if it ages out of both). Limit the number of region cache buckets - and possibly make that user-selectable (advanced option) - and weight those by time-spent-in-region. In theory, the (say) 5 regions you hang out in frequently would "rez" instantly on teleport, and the (say) 5 sims you visit infrequently and irregularly wouldn't have that much of a different experience than you do today. Your least-frequently-visited region would need to stream down all content, but when you teleport back "home" everything looks ducky. This would require no protocol or server-side changes (yay!). _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
