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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0003955 | Spring engine | General | public | 2013-08-21 19:48 | 2013-08-22 12:08 | ||||
Reporter | Anarchid | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | duplicate | ||||||
Product Version | 94.1.1+git | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0003955: Stuttery unit graphics in 94.1.1+git | ||||||||
Description | Unit 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 Reproduce | Stuttery 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. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Anarchid (reporter) 2013-08-21 19:49 Last edited: 2013-08-21 20:11 |
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. |
Kloot (developer) 2013-08-21 20:33 Last edited: 2013-08-21 20:36 |
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. |
Anarchid (reporter) 2013-08-21 20:56 Last edited: 2013-08-21 21:03 |
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. |
Kloot (developer) 2013-08-22 12:08 |
see 0003845 |
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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 |