If the engine has a limit to the number of items it can process
The "engine", if you are referring to our own Couatl engine, doesn't have ANY limit, except a maximum of 4GB of RAM it can address as a *SEPARATE* 32 bit app (Couatl.exe doesn't take a single byte of RAM from FSX, since it has its own address space)
There might be a limit of objects than can be handled by the sim, and a limit how fast Simconnect can receive commands from client applications.
1) the limit on the number of Simobject displayed by the sim is not documented.
2) the limit on the number of commands handled by Simconnect, is not documented either but, DEPENDS on how many other 3rd party Simconnect applications you run, and how many commands they sent to the sim.
If another (and/or several of them together) 3rd party application "floods" Simconnect with too many commands at a time, it's possible the sim cannot keep up with everybody.
There are reports from users that gets different results (this is unrelated to XPOI, of course, it affects every combination of addons), just using different weather engines, like ASN vs OPUS and, it looks like OPUS is less intensive.
why does the software not have a check that limits the number of items it processes rather than unceremoniously crashing. Seems a rather poor software design in my opinion.
You are making a judgement about the design without knowing anything about it. There's IS obviously a limit and, in fact, there are *many* limits, to prevent possible overflow of data:
- Not more than 30 rows of results are queried from geonames.org
- Not more than 100 objects are ever processed per frame
Those limit always worked with no issues so far. In addition to that, you have many settings to control the POI density, like the number of visible categories, the drawing distance of the POI itself AND the drawing distance of the TITLES.
The TITLES can be very demanding, depending on their *length* and since we cannot possibly foresee the length, there's a separate control for the drawing distance of the title. Each letter of the title is a separate object so, each POI will create several FSX visual objects, depending on the length of its name.
That's why we don't draw the names from very far (unless you play with the slider and increase it), and that's why there's a slider the control the drawing distance of the title separately.
If you are using several 3rd party modules that send many commands using Simconnect, you might need to adjust these parameters.
The default always worked for everybody but, of course, since we cannot anticipate how many 3rd party modules that can potentially flood the Simconnect communication pipeline you use, the only option is to have such sliders and options to control the POI density.