Smoother region crossings (sim-to-sim transfer) #568
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sky_line/Slipstream#568
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Region (sim) crossings should be seamless: no hitch, no vehicle/avatar snap or rubber-band, no objects popping out/in, no camera jump, no stall while the new region's objects stream.
Symptoms today
Goal
Measure first (section/GPU timers + per-phase logging across a crossing on foot, flying and in a vehicle), then reduce the main-thread work and smooth motion across the handoff. Options writeup to follow in comments.
Labels: perf, feature.
How a crossing works today (code map, 2026-10-08)
shiftObjectswalks all objects;LLCleanInstanceStore::shiftOriginrewrites every instance matrix and dirties the whole store, so the next frame does a full memcpy,updatePickBoxes(0,n)(~15 ms in dense sims per the code comment) and a full instance-buffer upload. The same frame invalidates the shadow-cascade cache, resets TAA history and does a full TLAS rebuild.updateWaterObjectsruns twice and recreates hole-water.killObjectsover all objects,cleanDeadObjects, asaveObjectCachedisk write, and surface delete.InterpolationTimeandInterpolationPhaseOutare passed to the wrong setters (llviewerobjectlist.cpp ~943), so prediction hard-stops instead of tapering.Options
isRegionListedcheck inshiftObjects.Owner finding (2026-10-08): server-side handoff time is not measured
Next
Crossing568:All four options are in: A (handoff measurement + slow-attachment notice) and B-D (stable render-world frame with re-anchoring, VOCache completion queue, incremental region teardown) shipped in Beta 6; Beta 7 adds network draw distance, the 25-region ring cap with paced connects, and the global-stall guard, which removed the disconnects on long fast flights. Moving to testing; further crossing smoothness work gets its own tickets.
Shipped in a published release and tested; closing (testing-lane sweep 2026-10-11).