- it loads more zones, on average, when you move along diagonals than along NS or EW directions (around 40% more);
- when the player crosses a zone border, 2t+1 zones need to be loaded at once; even if this is done asynchronously, it's a huge load change.
I was wondering what would be the benefits of other schemes, like loading zones whose distance is lesser than t from current player position:
It seems the number of zones loaded is not reduced as much as I'd expected (for t=4 in this example, around 17%, which is the best case), but zones loading/unloading is more evenly distributed over time, so I think it would still be interesting to experiment with...