What you're looking at here is an OpenSimulator "Megaregion", a new, albeit still-in-development feature created by a coder called Teravus, who's figured out a way to get multiple, adjoining OpenSim regions to interact with each other so that they seem to be part of the same geographic space. Instead of displaying regions as discrete 256 square meter quadrants, ala Second Life, Teravus' code deploys them as regions that are 512×512 or even 2048×2048 square meters. OpenSim's Adam Frisby has the full geek exegesis here, but the bottom line is this looks like a significant breakthrough in metaverse technology, enabling virtual spaces that are larger and more seamless. If deployed as described, it's also a significant competitive advantage for OpenSim-based worlds. However, as these megaregions are actually still bundles of multiple sims made to seem like a single region from the users' perspective (or as Adam cheekily calls it, "cheating"), I'd like to know if it significantly improves lag associated with region-to-region interaction, or increases the number of avatars able to interact in a single region. (Checking on that latter point now.)
Update, 11:20PM: In a post-script, Adam says this about avatar capacity. "It doesnt significantly improve the number of avatars in a single region, since you still have the same network limitations/etc. Arguably it could be worse – since you are encouraging more regions on a single server; but the technical answer is ‘No difference’." However, as the video just added above attests, it does seem to be promising for vehicle races and other experiences which require a large contiguous landmass.
From your description there: 2048 x 2048 would actually be 64 sl style sims.....
Posted by: Scarp Godenot | Thursday, September 10, 2009 at 04:55 PM
Yes they are 64 times the size of a region in Second Life.
If you look at virtual world platforms you will notice that most of them make use of very large areas 2048 x 2048 or even 4096 x 4096 metres in size. Only Second Life makes use of tiny tiles on a complex grid network. The advantage of the tiles is that they are very flexible. Secluded islands or homesteads would be a no no on these large areas.
Games in general always make use of large areas, developing a level for a game in such a tiny space as a single sim would give a massive amount of extra work.
There is also a Lua engine in the works for Opensim so don't be surprised you see fighter jets flying around one day on the Opensim platform.
Posted by: Virtual | Thursday, September 10, 2009 at 07:23 PM
Because if there is one thing fewer people need it's more room.
Posted by: Adric Antfarm | Friday, September 11, 2009 at 09:23 AM
Teravus is a kool dood!
Posted by: Justin Clark-Casey | Friday, September 11, 2009 at 11:03 AM
landscaping will be a problem, lots of barren areas one would think, with a few low prim trees inbetween, unless the prim allowance is higher....is it??
Posted by: soror nishi | Friday, September 11, 2009 at 01:36 PM
I have a multiple floor gallery in second life which is on 2 sim joined in the middle and when i am up stairs and walk from one side to the other accross sim line i fall through the floor are linden labs ever going to fix this problem its only been like this for five years
Posted by: jjccc coronet | Sunday, September 13, 2009 at 07:34 AM
Soror is correct regarding the empty open spaces, however for some types of sim - deserts, or in my case a vast-but-empty island crater-atoll - it is very useful. Grids and regions are still very-much needed for high-density.
Posted by: laemi | Friday, September 18, 2009 at 10:31 PM