If you haven't already read the
Big News, you'll want to see that.
Anyway, MasterMind and I tested the fixed version yesterday, and though we didn't really get conclusive results, the performance seemed much better than I remember it. Thanks to this testing, I also learned some really great stuff about Oblivion's positioning system that I've incorporated into the server's knowledge about a player's status (specifically a way for the server to know if you're in a loading screen).
I also fixed the chat in my VB server so that it actually works now (I misplaced the byte that tells the Client how long the chat message is, which broke chat

). I also found a bug where short messages (less than 10 characters, to be exact) weren't getting displayed by the clients, so I made the server tack on spaces to any message that is too short. Chat is looking better than ever! (too bad I still have no way of a GUI chat input...)
My experimental VB server will most likely be online if you want to test it out, though I've had horrendous problems with my router lately. If it wasn't integrated into the DSL modem, I'd replace it in a heartbeat.
FYI: On my experimental VB Server, Animation and Equipment sync (possibly others too)
aren't working, so it won't be like the OR you're familiar with.
QD