SIM "net time" time dilation when lots of AV's can see neighboring sim
The "net time" jumps when multiple AV's in the sim turn or move to a point where they can see a neighboring sim.
To see,
1. Go to a mainland club that is 48m to 96m from a tipple corner.
2. open the sim time debug screen and expand the times so you can see "net time"
3. have everyone turn towards the corner and walk towards it.
Note: This assumes that the users have "Draw distance" set to 64m
This causes the sim to have to poll the neighboring sims and that causes high "net time"
Solution suggestion.
Full sim side object occlusion would be difficult to implement, but why not add a land setting that says "don't send neighboring sim data in z.bottom to z.top"
z.bottom and z.top would be manually set (possibly by a script) for the parcel since this feature would be intended to be used by educated users.
To prevent sim edge abuse, the feature would not be available on the 12m strip around the sim edge. This means that land owners would have to divide the land as needed in order to set the feature.
The feature would be disabled after a land join or divide.
http://forums.secondlife.com/showthread.php?t=244295