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Key: SVC-1667
Type: Bug Bug
Status: Open Open
Priority: Critical Critical
Assignee: Unassigned
Reporter: Ina Centaur
Votes: 50
Watchers: 5
Operations

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2. Second Life Service - SVC

Physics Oddity Across Sim Crossings

Created: 25/Feb/08 03:59 PM   Updated: 03/May/09 02:17 PM
Component/s: Performance, Physics, Simulation, Teleport
Affects Version/s: Mono Beta, Havok4 Beta, 1.18.6 Server, 1.19.0 Server
Fix Version/s: None

File Attachments: 1. Text File SLSimBorderCrash-OSX-v1.20.17.txt (28 kB)

Environment:
(This is a server issue, as EVERYONE who has dropped by the Globe and walked around a bit has experienced this, but here is my test system:)
CPU: Intel Core 2 Series Processor (2672 MHz)
Memory: 4094 MB
OS Version: Microsoft Windows Vista (Build 6000)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8600 GT/PCI/SSE2
OpenGL Version: 2.1.2
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.12_0000000000)
Packets Lost: 406/53327 (0.8%)
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Linden Lab Issue ID: DEV-11196


 Description  « Hide
There are some major issues associated with avatars crossing sim borders, as well as behavior across sim borders.

This becomes especially apparent in 4-sim intersections, and where 4-sim structures are built over the intersections.

1. An example of a 4-sim Class 5 private island theatre. Please visit the SL Globe Theatre, at http://Slurl.com/secondlife/sLiterary/23/13/23 . The SL Globe Theatre is a 4-sim round theatre, with seating spread out circularly spanning 4 sims. The stage is on its own sim.
2. "ctrl alt shift 9" and view landlines and try crossing the sim borders. (Make sure you're not walking into a wall) Notice the oddity:
a. Crossing sim borders on the pits – avatars appear to slow down and ruth (or partially ruth)
b. Crossing sim borders in the galleries – above and also prims randomly turn phantom, even if "helper" prims are placed in both sims to facilitate collision detection. This may result in avatars getting randomly stuck inbetween prims.

3. Flying across sim borders: avatars often land at a huge and impossible z (even if they only planned for a long jump rather than any real flying) and are logged off.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
aric linden added a comment - 28/Feb/08 02:04 PM
imported 2008-02-28 DEV-11196

Melanie Milland added a comment - 02/Aug/08 11:52 AM - edited
I have built a bridge of 320m length I had to raise an island at the crossing point because no constallation of prims (like the ones I used in H1) works in H4. Sim crossing on prims seems to be impossible to get right, if it's not the surface patch the avatar is walking on, then they will rubberband and land on the ocean floor.

Ina Centaur added a comment - 06/Oct/08 11:16 PM
Please fix!

Ina Centaur added a comment - 18/Oct/08 06:10 PM
Will this be true for Second Life forever?:

"One of the things you never see in Second Life is a genuine crowd — largely because the technology makes it impossible. In Stephenson's Metaverse, corporations established their presence along a bustling, almost infinitely long street that residents could cruise at will. Second Life is different. Created by an underfunded startup using a physics engine that's now years out of date, Second Life is made up of thousands of disconnected "regions" (read: processors), most of which remain invisible unless you explicitly search for them by name. Residents can reach these places only by teleporting into the void. And even the popular islands are never crowded, because each processor on Linden Lab's servers can handle a maximum of only 70 avatars at a time; more than that and the service slows to a crawl, some avatars disappear, or the island simply vanishes. "It's really the software's fault," says Andrew Meadows, Linden Lab's senior developer. "Way back when, we used to say, 'This is not going to scale.'""

Quote from: http://www.wired.com/techbiz/media/magazine/15-08/ff_sheep?currentPage=2


AshleyMarie Eberhardt added a comment - 02/Feb/09 03:54 AM
I'd also like to add a comment on this after having just spent a few hours in the new Blake Sea area and tried traveling down the center waterway of Nautilus just for fun.

Within the span of a few minutes, twice I became separated from my water vehicle and ended up trapped underground at the SIM borders or right on the sea floor at the SIM border.

  • The first time (in the Blake Sea), the SIM appeared to crash and restart twice (the sea floor and everything vanished completely for a few moments each time) before I finally had to quit the viewer and log back in. At the time, I happened to be crossing at the corner where 4 SIMs meet – which always seems to be more treacherous.
  • The second time (in Nautilus), the viewer crashed on its own, and I am attaching the crash log.

These are two very good areas to experience this issue ad nauseum. In the case of the center waterway of Nautilus it's particularly annoying because, as I discovered, a SIM border runs right down the middle for the full length of the water way. Because of the small width of the waterway, unless you're careful, you'll probably find yourself constantly hitting the SIM borders, sending your avatar and vehicle bouncing wildly out of control and eventually crashing or getting stuck.

This has always occurred as long as I've been in-world and regardless of which computer I use, but just for the record, here are my specs:

Dual 2.5 GHz PowerPC G5
2 GB DDR SDRAM
GeForce 6800 Ultra w/256MB VRAM
OS X 10.4.11
Viewer 1.20.17 (because the current release builds of 1.21 are painful to use on OS X)
A 7mbit cable net connection

And at the time, I was playing with the draw distance set to 60-90m and had the graphics setting at 1024x768 with "Mid" defaults otherwise.


AshleyMarie Eberhardt added a comment - 02/Feb/09 03:56 AM
OS X Second Life Viewer v1.20.17.98669 crash log after encountering the SIM border crossing issue.

Ben Shirakawa added a comment - 03/May/09 02:17 PM
I usually have to prop bridges up with multiple layers of invisible mega prims lol. I'll put one on the one side overlapping the one from the other side, and a third right on the event. the ones on either side I ensure it's center is substantially on the one side, it seems the further away from the event the center is the more likely the edge of the prim will catch people.

for smaller structures I double the prims, but for the "catch all" layer I link it to a second square prim; in "edit linked parts" I drag the second as far away as possible (making the linked center far from the event). then make the small square the key prim (center) by linking it last, make both parts invisible, and move the fun into place.

not very good fixes but it seems to work FOR NOW lol (until an improvement is made, in which case we'll all be totally and completely out of luck). shouldn't have to waste prims I agree, but it helps a little.

to this day however, the rubber banding really irritates the sprockets out of me. just today someone was crossing a sim border same time I was in opposite direction. we both rubber banded three times in a row, nearly crashed my viewer the third time. bleugh