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What is the maximum size for a Sinespace region?

Discussion in 'General Discussion' started by Ryan Schultz, Aug 21, 2017.

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  1. Ryan Schultz

    By:Ryan SchultzAug 21, 2017
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    Hi, Adam mentioned what the maximum size of a Sinespace region was, but I forgot what he said :)

    I know it can be quite a bit bigger than the maximum experience size in Sansar. What is the maximum size of a Sinespace region? Is there a hard and fast upper limit?
     
  2. Aribeth

    By:AribethAug 22, 2017
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    As I understand it, the size limitations are in the mbs of the objects? Probably not saying it right, but basically, the 'physical' size isn't so much the limit as is the items inside the region.
     
  3. Adam

    By:AdamAug 22, 2017
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    Yep. We limit by download size only - if you re-use the same items over and over again, you could probably get away with very large quantities of those too (especially if you have object instancing enabled).

    That said, there will be some practical limitations which will form effective limits - the first is that objects and avatars may get a bit wonky at high-up coordinates due to floating point precision. I wouldn't advise having navigable areas beyond about +/- 16,384.0m on any one axis, but you can do it. (That gives you an effective usable area of around 32,768m per edge of a cube, if centred at 0,0,0)

    Likewise with objects, there will be 'some' hard limits eventually, using the same objects/materials/textures repeatedly will batch and instance nicely - so if you had just individual items, you can safely get into the 'millions of objects' count, especially with things like occlusion culling enabled; but practically speaking, you probably don't want to go higher than 250-300K. That said, common cases for needing millions of objects is often things like trees and grasses - we're currently supporting two assets, Vegetation Studio and AltTrees for Unity, which allow hundreds of thousands, to millions of instanced trees/rocks/grass/etc. Vegetation studio support is still preliminary, but I know Trilo has been doing work with AltTrees and it generally works. Vegetation Studio should promise object counts in excess of 5 million+ objects in a scene.

    The biggest 'limits' are texture sizes - a single 4K texture can range anywhere from 2mb to 128mb, depending on crunching and other compression settings - we do support Allegorithmic's 'Substances', which are a form of procedural authoring (libraries of substances can show you the potential - lookup gametextures.com and Allegorithmic's 'Substance Source') - which will let you pack lots of high resolution textures into a scene (currently capped at 2048px resolution, but Unity 2017.2 will increase this to 8192px) - that will allow you to exhaust VRAM on users devices to a degree (hello lag!) if you use a lot of them.
     
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  4. Ryan Schultz

    By:Ryan SchultzAug 23, 2017
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    Thanks, Adam!
     
  5. Adam

    By:AdamAug 23, 2017
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    No problem! Hopefully useful info. :)