2025-07-21 15:00 CEST

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IDProjectCategoryView StatusLast Update
0003955Spring engineGeneralpublic2013-08-22 12:08
ReporterAnarchid 
Assigned ToKloot 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionduplicate 
Product Version94.1.1+git 
Target VersionFixed in Version 
Summary0003955: Stuttery unit graphics in 94.1.1+git
DescriptionUnit visuals seem to occur in slower than usual stutter-steps, with visible update rate significantly below both actual render fps and game speed.

This appears to influence both DrawUnit Lua-drawn graphics, and to unit animations.
Steps To ReproduceStuttery DrawUnit:
- start up zk
- get a commander
- do not plop factory
- issue a move order
- observe the "present" icon stutter above commander.

Stuttery animation:
- start up zk or ba
- get a commander
- order fire to position behind current facing
- observe the stuttery rotation during aim.
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files

-Relationships
has duplicate 0003845resolvedKloot Partial (possibly graphical) lag when playing 
+Relationships

-Notes

~0011349

Anarchid (reporter)

Last edited: 2013-08-21 20:11

View 3 revisions

Forgot piece for the "additional notes":

- Does NOT affect actual unit position updates. Colvols and aimspheres move smoothly. You can use colvol/aimsphere movement as reference point for graphical stutter.

- "DrawUnit" with relation to zk icons widget should read as "DrawWorld".

- Was testing on Linux x64 with nvidia, via ironhide.

~0011350

Kloot (developer)

Last edited: 2013-08-21 20:36

View 4 revisions

Model pieces do not use frame interpolation (which would need lerp'ing between matrices) and differences in the rendering code between 91 and 94 probably made this more noticeable. Either that or all the timer changes are to blame.

The Lua 'DrawUnit' stuttering issue however sounds like it has its origins in the use of GetUnitPosition rather than GetUnitViewPosition.

~0011351

Anarchid (reporter)

Last edited: 2013-08-21 21:03

View 3 revisions

Some blatantly uneducated guesswork: simframes still occur 30 times per second, so just lack of interpolation between simframes should not have caused *that* much stutter. Especially considering my "smooth" reference point is the rendering speed of 40fps.

I'll try to toy with GetUnitViewPosition to see if it helps.

UPD: yeah that worked.

~0011354

Kloot (developer)

see 0003845
+Notes

-Issue History
Date Modified Username Field Change
2013-08-21 19:48 Anarchid New Issue
2013-08-21 19:49 Anarchid Note Added: 0011349
2013-08-21 19:50 Anarchid Note Edited: 0011349 View Revisions
2013-08-21 20:11 Anarchid Note Edited: 0011349 View Revisions
2013-08-21 20:33 Kloot Note Added: 0011350
2013-08-21 20:33 Kloot Note Edited: 0011350 View Revisions
2013-08-21 20:34 Kloot Note Edited: 0011350 View Revisions
2013-08-21 20:36 Kloot Note Edited: 0011350 View Revisions
2013-08-21 20:56 Anarchid Note Added: 0011351
2013-08-21 20:56 Anarchid Note Edited: 0011351 View Revisions
2013-08-21 21:03 Anarchid Note Edited: 0011351 View Revisions
2013-08-22 12:07 Kloot Relationship added has duplicate 0003845
2013-08-22 12:08 Kloot Note Added: 0011354
2013-08-22 12:08 Kloot Status new => closed
2013-08-22 12:08 Kloot Assigned To => Kloot
2013-08-22 12:08 Kloot Resolution open => duplicate
+Issue History