Lou Montana/Sandbox – User

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[[Category: Sandbox]]
[[Category: Sandbox]]
{{Informative | Future [[Simulation vs Render Time Scope]] page}}
{{SideTOC}}
{{GVI|arma2oa|1.60|Category}} {{GVI|arma3|1.00|Category}}
== Definitions ==
=== Simulation Time Scope ===
'''Simulation Time Scope''' is updated on a lower frequency to save performance the more distance between the unit and the camera the lower the refresh frequency will be.
{{cn}}
=== Render Time Scope ===
'''Render Time Scope''' is updated on a very high frequency (presumably on each frame).
The position of the unit is interpolated depending on its speed and movement direction.
Due to interpolation the position might not be accurate, but it's updated frequently, resulting in a smooth motion.
Usually, '''Render Time Scope''' should be used when something is visible to the player. [https://www.youtube.com/watch?v=6xUw0K292sw Video Showcase]
{{cn}}
[[File:Render Visual Time Scope.gif|right]]
== Simulation vs Render ==
'''Simulation''' and '''Render''' cycles are separated '''since {{arma2oa}} v1.60'''.
This means that any object has now "two" positions: the computed one (simulation), and the visual one (render).
* For visual (e.g HUD-related) operations, use *visual [[:Category:Render Time Scope Scripting Commands|Render Time Scope scripting commands]] (e.g [[getPosATLVisual]])
* "Normal" commands (e.g  [[getPosATL]]) are to be used if the position isn't updated frequently and the effect is not visible to players.
== Before Simulation and Render separation ==
From {{ofp}} to {{arma2oa}} v1.59, first the '''simulation''' updated the world's state (units position) ''then'' the visual '''rendering''' was done.<br>
Sequencing these operations works fine for non-intensive scenarios; as soon as the CPU reached its limits, the simulation frequency was lowered in order to maintain acceptable FPS, resulting in units visually "jumping".
== See Also ==
* [https://www.bohemia.net/blog/experimental-betas-interpolating-the-future Experimental betas - Interpolating the future] blog article
* [https://forums.bohemia.net/forums/topic/151099-scripting-discussion-dev-branch/?page=21&tab=comments#comment-2720342 Sniperwolf572 forum post explanation]

Revision as of 21:55, 14 August 2019

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Definitions

Simulation Time Scope

Simulation Time Scope is updated on a lower frequency to save performance the more distance between the unit and the camera the lower the refresh frequency will be. [citation needed]


Render Time Scope

Render Time Scope is updated on a very high frequency (presumably on each frame). The position of the unit is interpolated depending on its speed and movement direction. Due to interpolation the position might not be accurate, but it's updated frequently, resulting in a smooth motion. Usually, Render Time Scope should be used when something is visible to the player. Video Showcase [citation needed]


Render Visual Time Scope.gif

Simulation vs Render

Simulation and Render cycles are separated since Arma 2: Operation Arrowhead v1.60. This means that any object has now "two" positions: the computed one (simulation), and the visual one (render).


Before Simulation and Render separation

From Operation Flashpoint to Arma 2: Operation Arrowhead v1.59, first the simulation updated the world's state (units position) then the visual rendering was done.
Sequencing these operations works fine for non-intensive scenarios; as soon as the CPU reached its limits, the simulation frequency was lowered in order to maintain acceptable FPS, resulting in units visually "jumping".


See Also