Simulation vs Render Time Scope: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "\{\{ExternalLink\|(http.+)\|([^\}]+)}}" to "{{ExternalLink|link= $1|text= $2}}")
m (Text replacement - "{{ExternalLink|" to "{{Link|")
(One intermediate revision by the same user not shown)
Line 40: Line 40:
== See Also ==
== See Also ==


* {{ExternalLink|link= https://www.bohemia.net/blog/experimental-betas-interpolating-the-future|text= Experimental betas - Interpolating the future}} blog article
* {{Link|link= https://www.bohemia.net/blog/experimental-betas-interpolating-the-future|text= 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
* {{Link|link= https://forums.bohemia.net/forums/topic/151099-scripting-discussion-dev-branch/?page=21&tab=comments#comment-2720342|text= Sniperwolf572 forum post}} explanation




[[Category:Scripting Topics]]
[[Category:Scripting Topics]]

Revision as of 17:24, 4 January 2023

A2 OA Logo.png1.60 tkoh logo small.png1.00 Arma 3 logo black.png1.00

Definitions

Simulation Time Scope

Simulation Time Scope is working with the calculated position of objects.

  • It is updated on a lower frequency than the rendered position in order to save performance. [citation needed]
  • Refresh frequency is lowered the further the object is from the camera. [citation needed]

Render Time Scope

Render Time Scope is working with the visual position of objects, which is rendered (estimated) separately from the calculated one.

  • It is updated on a very high frequency (presumably on each frame). [citation needed]
  • The object's position is interpolated depending on its speed and movement direction.
  • Due to interpolation, the position might not be accurate but it is updated frequently, resulting in a smooth motion.
  • Usually, render time scope scripting commands should be used when something is visible to the player, such as UI or on-model precision.


Render Visual Time Scope.gif

Simulation vs Render

For performance concerns, 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).

Video Showcase

Before Simulation and Render separation

From Operation Flashpoint to Arma 2: Operation Arrowhead v1.59, the simulation first updated the world's state (units position) then the visual rendering was done.
Sequencing these operations worked fine only in 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