From the Linden blahg:
WHAT WILL HAVOK4 DO FOR SECOND LIFE?
This project is all about improving sim stability and reliability, reducing lag in the physics engine, and fixing some bugs that could not be fixed under Havok1. In other words, there are no new features in the Havok4 project, despite the fact that there has been significant work done “under the hood”. Once Havok4 is stable with beta testing completed we will be able to start adding new features, but the current goal is to get all the current features working with this new version of Havok.
The Havok4 public preview is now open, and you can help us finish testing by downloading the beta installers, logging into the beta, testing the objects in your inventory, and reporting any problems you encounter.
What Should Change With Havok4?
* Reduced simulator crashes
* Less lag in the physics engine
* More reliable prim linkage
* Stacked dynamic objects react when supporting objects are removed
* Improved collision management - uniform spheres collide as spheres, rather than as faceted shapes
* Penetrating dynamic objects will be automatically pushed apart by Havok4’s collision solver
* Vertical simulation extent has been increased to 1024 meters
* Some slight dynamic changes - avatar movements have changed slightly
What Should Not Change With Havok4?
* Dynamic objects are still limited to 31 primitives
* Region crossings can still lag and “rubber band”
* Most objects still have a 0.1 meter “collision tolerance” boundary, so they may still collide while appearing to be not quite touching
* Everything else
P2