The driving reason behind the question is to understand the rubber banding and lag issue a bit better. If the positional tracking is in memory rather than on hardrive, it may solve the rubber banding and lag even more because of fast read/write speeds by using memory. Then the increments in the vector prediction algorythym might become a lot shorter giving a finer "grain" on the positional updates of the avatars and may result in much reduced or obliterated lag. (obliterated lag may be the ideal, and is a hefty set of goal posts for any mmorpg)
I gotto say that as a story teller, 'continuity' is really REALLY key to the illusion working (in an mmorpg age context). Imagine listening to a story teller who had a bad stutter... you would sit and bear it, but you would not enjoy it. Same goes for MOUL. We might yet get to the day when an age can support 100, 200 or 300 avatars at once without numerous instances of the age running concurrently.
How does MOUL/dirtsand track the positions of avatars considering that it is sending updated coords to each client, while the client is trying to predict where the next avatar position will be for those late positional packets coming from the server? And is the algorythm on the server harddrive centric or memory centric?
May the source be with you...
Phoenix