I am wondering if a domain can contain a lot of models in different areas, think about a domain representing the Dante’s Divine Comedy (this is actually really existent in our educational sims in OpenSim Craft-World and in Edmondo educational network). With the three big scene (Hell, Purgatory, Paradise) composed by multiple sub-scenes.
This might involve various GB of .fbx and texture data, collected from a different http server.
Having compiled HiFi from scratch various time, I’ve seen that HiFi is making use of Octree abstraction https://en.wikipedia.org/wiki/Octree which seems a way to limit the total amount of data that is requested to be rendered to the client to only the one very close to the camera, leaving the farthest data coalesced in some kind of blurred “lod” semplification.
If this is true, than we can have potentially 100G of data in a domain and client don’t have real lag if the various scene are quite distant one from the other so that they don’t need to be rendered fully, only the nearest scene is rendered.
This is quite different from the Sansar approach where each domain needs to be totally downloaded to be rendered in its entirety, and in my opinion if HF works in the way I explained would be a quite good architectural bonus to optimize bandwidth, and avoid to generate hundreds of domains for rendering the Divine Comedy.
Would some developer architect confirm me if this is happening in a similar way, or if it is better to split a very big scene in various domains?