diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index ec51e28488..9aa184514d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -312,9 +312,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
         /// stack. Use zero to leave this value as the default
         protected int m_recvBufferSize;
 
-        /// Flag to process packets asynchronously or synchronously
-        protected bool m_asyncPacketHandling;
-
         /// Tracks whether or not a packet was sent each round so we know
         /// whether or not to sleep
         protected bool m_packetSent;
@@ -473,7 +470,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
             IConfig config = configSource.Configs["ClientStack.LindenUDP"];
             if (config != null)
             {
-                m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
                 m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
                 sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
 
@@ -540,10 +536,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
         public void StartInbound()
         {
             m_log.InfoFormat(
-                "[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server in {0} mode with UsePools = {1}",
-                m_asyncPacketHandling ? "asynchronous" : "synchronous", UsePools);
+                "[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server");
 
-            base.StartInbound(m_recvBufferSize, m_asyncPacketHandling);
+            base.StartInbound(m_recvBufferSize);
 
             // This thread will process the packets received that are placed on the packetInbox
             WorkManager.StartThread(
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 35a07111df..c360f43480 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -57,9 +57,6 @@ namespace OpenMetaverse
         /// UDP socket, used in either client or server mode
         private Socket m_udpSocket;
 
-        /// Flag to process packets asynchronously or synchronously
-        private bool m_asyncPacketHandling;
-
         /// 
         /// Are we to use object pool(s) to reduce memory churn when receiving data?
         /// 
@@ -205,10 +202,8 @@ namespace OpenMetaverse
         /// manner (not throwing an exception when the remote side resets the
         /// connection). This call is ignored on Mono where the flag is not
         /// necessary
-        public virtual void StartInbound(int recvBufferSize, bool asyncPacketHandling)
+        public virtual void StartInbound(int recvBufferSize)
         {
-            m_asyncPacketHandling = asyncPacketHandling;
-
             if (!IsRunningInbound)
             {
                 m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop");
@@ -407,12 +402,7 @@ namespace OpenMetaverse
             if (IsRunningInbound)
             {
                 UdpReceives++;
-
-                // Asynchronous mode will start another receive before the
-                // callback for this packet is even fired. Very parallel :-)
-                if (m_asyncPacketHandling)
-                    AsyncBeginReceive();
-
+ 
                 try
                 {
                     // get the buffer that was created in AsyncBeginReceive
@@ -469,10 +459,7 @@ namespace OpenMetaverse
 //                    if (UsePools)
 //                        Pool.ReturnObject(buffer);
 
-                    // Synchronous mode waits until the packet callback completes
-                    // before starting the receive to fetch another packet
-                    if (!m_asyncPacketHandling)
-                        AsyncBeginReceive();
+                    AsyncBeginReceive();
                 }
             }
         }
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 21ff8d6dcd..83bf9d7088 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -649,14 +649,6 @@
 
 
 [ClientStack.LindenUDP]
-    ; Set this to true to process incoming packets asynchronously. Networking is
-    ; already separated from packet handling with a queue, so this will only
-    ; affect whether networking internals such as packet decoding and
-    ; acknowledgement accounting are done synchronously or asynchronously
-    ; Default is true.
-    ;
-    ;async_packet_handling = true
-
     ; The client socket receive buffer size determines how many
     ; incoming requests we can process; the default on .NET is 8192
     ; which is about 2 4k-sized UDP datagrams. On mono this is