Simulation vs Render Time Scope: Difference between revisions

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(Add category, Add YouTube preview, Remove html comment (why was it there in the first place, not even my past self knows))
 
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'''Simulation Time Scope''' is working with the '''calculated''' position of objects.
'''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. {{cn}}
* It is updated on a lower frequency than the '''rendered''' position in order to save performance. {{cn}}
* Refresh frequency is lowered the further the object is from the camera. {{cn}}<!--
* Refresh frequency is lowered the further the object is from the camera. {{cn}}


-->
=== Render Time Scope ===
=== Render Time Scope ===


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* For visual (e.g HUD-related) operations, use the [[:Category:Command Group: Render Time Scope|render time scope scripting commands]] (e.g [[getPosATLVisual]])
* For visual (e.g HUD-related) operations, use the [[:Category:Command Group: Render Time Scope|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.
* "Normal" commands (e.g [[getPosATL]]) are to be used if the position is not updated frequently and the effect is not visible to players.
 
<spoiler text="See a showcase video">{{Youtube|6xUw0K292sw|[https://www.youtube.com/watch?v{{=}}6xUw0K292sw Video Showcase]||600}}</spoiler>


[https://www.youtube.com/watch?v=6xUw0K292sw Video Showcase]


{{Clear}}
{{Clear}}
 
== Before Simulation and Render Separation ==
== Before Simulation and Render separation ==


From {{ofp}} to {{arma2oa}} v1.59, the '''simulation''' first updated the world's state (units position) ''then'' the visual '''rendering''' was done.<br>
From {{ofp}} to {{arma2oa}} v1.59, the '''simulation''' first updated the world's state (units position) ''then'' the visual '''rendering''' was done.<br>
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== 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|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
* {{Link|link= https://forums.bohemia.net/forums/topic/151099-scripting-discussion-dev-branch/?page=21&tab=comments#comment-2720342|text= Sniperwolf572 forum post}} explanation
* {{Link|https://forums.bohemia.net/profile/832107-grumpy-old-man/|Grumpy Old Man}}'s [https://www.youtube.com/watch?v{{=}}6xUw0K292sw Video Showcase]




[[Category:Scripting Topics]]
[[Category:Scripting Topics]]
[[Category:Introduced with Arma 2: Operation Arrowhead version 1.60]]

Latest revision as of 14:46, 29 May 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).


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