Support for Objects Larger Than 64 Meters (Megaprims)
tracked
Signal Linden
Allow users to create and rez objects larger than the current 64-meter limit to support large-scale builds like floating islands or full-size ship models (e.g., a 270-meter Titanic).
Rationale
The 64m limit creates unnecessary friction for creators in private or controlled environments. Splitting large meshes increases workload during modeling, uploading, and placement—especially when iterating. Supporting larger objects would streamline workflows and enable more ambitious content.
Implementation Consideration
To manage potential misuse, this capability could be selectively enabled in certain regions or estates at the owner's discretion.
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Etheria Parrott
If there is a mechanism to prevent a neighbour's prim from hanging over, or encroaching on, another neighbour it seems an ok suggestion but if in the sky, I would prefer that to happen above the maximum draw distance. The mess in the sky is already unpleasant in many places and larger prims would make that far worse.
Zeth Starlight
I absolutely am for this! This would help creators immensely. Having to make landscaping terrain or even large builds and having to cut it into several chunks is a pain in the butt. I do think though if we do get the increased size for objects, then Li scaling NEEDS to get fixed. Making anything large just increases waaaaaaaay too much as it stands right now. An object that is 5-6Li at normal scale than jumping up to 150-300Li after scaling up not even to the full 64meters is ridiculous.
Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Eren Padar
Spidey Linden On further reflection, I have seen valid uses of 512m or even 1024m prims. First, prims do not lag, no matter what their size. That has been proved beyond all doubt. (Textures and scripts lag, so those have to be watched, but that is irrelevant to the size of a prim.)
On mainland of course large prims can be a problem, but then so can 10m prims if misused. On private islands (where use of mega prims do not matter to other regions), 512m or 1024m prims can be hollowed and used as textured surround-scapes. Panoramic textures can be used to create very efficient scenery.
Physics are irrelevant on private sims, as the sim owner is responsible for their own lag issues. As with ALL things SL, they can create things properly or improperly, and deal with the consequences. Builders are now learning how to use the NONE and CONVEX HULL Features properly, to great advantage in solving physics lag issues. The size of the prim in such cases is again, irrelevant.
I hate to mention the "O" word... but Opensim has allowed prims up to 2048m for years... and has proved that they work. Some Opensim grids use the same physics engine SL uses, to no detriment. Every measurement that can be taken has been taken... and has proved beyond question that neither (standard) prim count nor prim size has any effect whatsoever on a region, and rez almost instantly.
So in my 21+ years of experience on SL, I see no reason for SL not allowing megaprims up to 1024m for private regions. On mainland the story may be a little different. My personal solution there: no prim or object, no matter what size, may exceed a parcel or sim boundary. That has been a problem in the past, but that is a management and attitude issue, not a prim issue-- a failure to control prim use no matter how large or small the prim. Even small prims can be heavily abused and abusive.
So I vote to allow 1024m prims on Private islands not connected to other owners... and proper moderation of prims (accomplished by users filing abuse reports) on all sizes of prims, everywhere. Because again, the size of a prim truly is irrelevant.
In the same manner, link limits are durn near irrelevant. Opensim has allowed unlimited link numbers and unlimited link distances for years. Much as I hate to point this out... this may be one instance where SL needs to catch up with the competition. ; )
Eren Padar
FOLLOW-UP: On Opensim I built a Starship that is 105m long, consists of 1,000 prims (on the nose) all linked together as one object. As such it flies "like a leaf on the wind" and produces no discernible or measurable lag. This ship can't even be built on SL. Such creations are another argument for re-consideration of SL arbitrary building limits. If something has worked on Opensim for years... it can surely work on Second Life.
TgBianca Resident
Spidey Linden:
I don't support this for vehicles. We have already too much lag with mega yachts and planes. I support this for not moving buildings like houses etc. but for example the open water Sims need a much bigger number of prims or we will reduce the option of individual navigation like cruises or races to zero. Is that really a good idea?
Holocluck Henly
This is tricky.
We've always been told that for multiple regions like an estate or on Mainland a build that crosses over the boundary causes resource issues.
While I can see builds more than 256x256 a necessity for those creating/using Simsurrounds in private regions, people rezzing something across borders could be causing more harm than good, aren't they? At the very least an increase of people falling under a build when crossing regions.
Learn me please.
Pilix Nagy
I totally agree with this idea. Objects being able to be sized up to 256 in each dimension to fit to the size of a single sim would make sim build and sim surrounds a bit easier.
Also allowing the link distance to be increased to the same, so that said objects can be linked within that distance, similar to the increase in link distance up to the current maximum scale of 64m, I think would be a necessity to go with this.
Lucia Nightfire
/me facepalms
After I just released a spiritual successor to the Salt HUD...
Tech Robonaught
Lucia Nightfire which we love.
Signal Linden
Merged in a post:
prim size
iceing Braveheart
Hi
can you please increase prim size?
to simulate the Titanic you need 270 meters
to simulate a airbus a380 you need 80 meters
to simulate a Boeing 747 you need 77 meters
Signal Linden
Merged in a post:
New Estate Setting - 'Allow large builds'
Extrude Ragu
As a content creator in a private region, I'd like to be able to exceed the 64meter object size build limit.
Whilst it is possible to split up meshes, it creates significant extra work in the content creation process, especially if like me you are trying to iterate on a large build, because you then need to join the model up and split it up again every time... plus all the lod models, position them all in-world, etc. Being able to upload and rez a large build directly speeds up the content creation process significantly.
I understand that builds were limited to 64 meters primarily due to griefing concerns on the mainland and sandbox regions. Therefor I propose to put this ability behind an estate setting, so that the 64m limit continues to be enforced on mainland or private regions where large builds are not desired.
I also understand there has been appetite for clientside skyboxes - I just want to say in my case I make large sim-sized floating islands that people stand on and npc's pathfind on, so whilst I think client side skyboxes are neat, it would not meet my needs I think.
## Proposed Implementation
### New estate setting
Allow Large Builds
- Can be set to Estate Managers
, Group
or Everyone
Default: Estate Managers only
### New internal flag for inventory objects
Objects when taken to inventory will have a flag set on them that a simulator can check to determine if the object is a large build.
### Rezzing Behaviour
When a user attempts to rez an object, the simulator will check if the object is a large build from the aforementioned flag, and only rez the object if the rezzer has permission to rez it based on estate settings.
If the user is not allowed to rez the object, an error like
You are not allowed to rez large builds here
could be displayed.### Mesh Uploader Behavior
The mesh uploader will no longer resize objects larger than >64m to be 64m, but will instead display a prominent warning that the object is a large build and may only be rezzed in certain regions.
### Script Behaviour
To avoid scoping the project to oblivion, scripts can continue to refuse to size objects greater than 64m. Most of the builds don't need to be resized by a script as they've already been scaled correctly in the modelling application. Perhaps something for later work if there is interest.
Signal Linden
Merged in a post:
Ability to create prims as large as 128x128x128
CrixusCrucifixus Resident
Texture resolution has been increased to support up to 2048, now it would be wonderful if prim size could be doubled to support creation of up to 128x128x128m. Also ability to import mesh as large as 128m would be awesome too.
Signal Linden
I'm combining several duplicate or closely related issues into this one, which can be the top-level request for larger prim size.
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