Overlay transition speed

Overlay transition speed

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Overlay transition speed

Post by Google_Frog »

The transition from heightmap or pathmap to LOS view is too slow. It is annoying because the map colour lingers long after do not want it around and the other transitions have good speeds.

To see what I mean enable LOS view then enable heightmap. Heightmap is enabled within a fraction of a second which is the good type of overlay transition. Then disable heightmap to cause a transition from heightmap to LOS view. This transition takes a few seconds.
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: Overlay transition speed

Post by abma »

who is targeted by this thread? is this a question, bug report or feature request or...?
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Overlay transition speed

Post by Google_Frog »

I do not know whether the inconsistent speed is intended. This makes the thread either a bug report or a requested change to a feature. Due to this I thought there would be more discussion required than usual for a mantis ticket.

I also do not know how the problem would be fixed. I hear the overlay system is configurable now but I do not know how to do that. The thread could be about how to make these changes gameside if that turns out to be a good solution.
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: Overlay transition speed

Post by raaar »

Not sure if i understood you correctly, but LOS view changed in the spring 99 release candidates.
8611
XTA Developer
Posts: 242
Joined: 29 Dec 2014, 08:22

Re: Overlay transition speed

Post by 8611 »

I tried to reproduce but switching between views was always "instantly" for me.
Assuming "enable heightmap" means the F1 LSD view.

Actually when I press L (LOS view) and then hold F1 (heightmap view) the modes toggle so fast that it becomes a flickering.
On bigger maps (or in replays with some hundreds units) the "flicker-trick" slows down.
However a normal use of heightma/LOS mode switching is still quick. I would always call it "instantly" - definitely it never took "a few seconds."

Strangely I have vague memory of such delay: best descriped maybe as a very slow version of screen-tearing? So I tested in spring 0.82.7.1, 91, 98, 99-375 - always instantly - no problems.
(but I only tried replay in 98, other spring versions just BA com at DSD)
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Overlay transition speed

Post by Google_Frog »

Is 99-375 a typo of 98.0.1-375? I used 98.0.1-398.

I attempted to take a video with camStudio but the recording just contained a still image (both with fullscreen and windowed borderless). So I took a bunch of screenshots instead with this:

Code: Select all

function widget:GameFrame(n)
     if n%5 == 0 then
          Spring.SendCommands("screenshot")
     end
end
Image

Occurs in my copy of examplemod and with luaui disabled.
BumpWaterBlurReflection = 1
BumpWaterDepthBits = 16
BumpWaterShoreWaves = 0
BumpWaterTexSizeReflection = 128
CamMode = 1
CamTimeExponent = 4.0
CamTimeFactor = 1.0
DebugGL = 1
DualScreenMiniMapOnLeft = 1
EdgeMoveWidth = 0.002
ExtraTextureUpdateRate = 10
FPSFOV = 90
FSAALevel = 1
FontFile = FreeSansBold.otf
Fullscreen = 0
GroundDecals = 2
GroundDetail = 100
GroundScarAlphaFade = 1
HangTimeout = 0
HardwareCursor = 1
InitialNetworkTimeout = 0
InputTextGeo = 0.26 0.73 0.02 0.028
LODScale = 1.000
LODScaleReflection = 1.000
LODScaleRefraction = 1.000
LODScaleShadow = 1.000
LastSelectedMap = ScorpioBattleground
LastSelectedMod = Zero-K $VERSION
LastSelectedScript = Commanders
MaxParticles = 20000
MaximumTransmissionUnit = 0
MiddleClickScrollSpeed = -0.005
MouseDragScrollThreshold = 0
ReconnectTimeout = 0
ReflectiveWater = 4
ScreenshotCounter = 336
ScrollWheelSpeed = -25
Shadows = 1
ShowClock = 0
ShowFPS = 1
ShowPlayerInfo = 0
ShowSpeed = 1
SmallFontFile = FreeSansBold.otf
SmoothLines = 1
TeamNanoSpray = 0
TreeRadius = 1000
UnitIconDist = 151
UnitLodDist = 9999
UsePBO = 0
WindowBorderless = 1
WindowPosX = 0
WindowPosY = 0
WorkerThreadSpinTime = 5
snd_volmaster = 22
8611
XTA Developer
Posts: 242
Joined: 29 Dec 2014, 08:22

Re: Overlay transition speed

Post by 8611 »

Is 99-375 a typo of 98.0.1-375?
yes, meant that.
User avatar
Shadowfury333
Posts: 55
Joined: 25 Sep 2006, 00:32

Re: Overlay transition speed

Post by Shadowfury333 »

I've made a short video demonstrating what GoogleFrog is talking about, as I see the same behaviour.
aeonios
Posts: 202
Joined: 03 Feb 2015, 14:27

Re: Overlay transition speed

Post by aeonios »

I've always seen a delay for LOS updating (ie units overrunning their LOS) but idk about 99.

What your screenshots show looks completely different though. That definitely looks like a bug.

EDIT: which I can't reproduce.

EDIT2: Ok now I see that they ninja-pulled the dev version into ZK, which uses the new LOS/overlay code.

The problem is that now that the new f1, f2, f4 and LOS overlays use smooth-fade-in/out effects, but for f1, f2 and f4 they fade in much more quickly than they fade out (which does take several times longer). Personally I preferred instant transitions like it was before, although it is nice that LOS updates properly.
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