Because anti-lag scripts that I've seen are simple hacks (a better term would be a 'work around') that remove moving bricks after a certain period of time.
The problem stems from having too much detail or too many dynamic bricks in a place. It also stems from inefficient useage of scripts -- e.g., thread leaking (in terms of LUA scripts) can certainly bog down a server's CPU as the thread count continues to rise.
What it comes down to is that users will need to keep their places as optimized as possible. If found that, while I can create very detailed models for places that are under 3000 bricks, they can become excessively laggy when the 'connections' of said bricks reaches a count over 10,000.
I'll look further into exactly what causes higher lag and how to design around that. |