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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-07-2012, 07:05 PM
Quote:
Originally Posted by CrypticCliff
Sorry you guys haven't been getting much traction on this issue. It's here in the Graphical Issues forum because someone falsely assumed the bottleneck is the actual rendering of the UI.

It's not. It's mostly updates and internal scripts firing off constantly. They do things like determine which abilities you can currently use and grey out things like weapons when your enemy is out of range, out of view, or out of your firing arc. A lot of these checks happen every frame and really start adding up.

The inventory is particularly bad about it.

Internally, we've argued the merits of event-driven versus polling for UI updates and we're aware of the performance issues. The UI team takes this into consideration, and I'm sure they try to keep stuff at a reasonable CPU cost.

This isn't a graphical issue, though. So you're aiming this at the wrong devs. =P
ok... then perhaps you could get this thread bumped over to the right ones so it is actually addressed, instead of "Wrong Thread Limbo"?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-07-2012, 07:09 PM
Quote:
Originally Posted by kirian_darkstar View Post
ok... then perhaps you could get this thread bumped over to the right ones so it is actually addressed, instead of "Wrong Thread Limbo"?
+1

Quoted for truth.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-08-2012, 07:02 AM
Quote:
Originally Posted by CrypticCliff
Sorry you guys haven't been getting much traction on this issue. It's here in the Graphical Issues forum because someone falsely assumed the bottleneck is the actual rendering of the UI.

It's not. It's mostly updates and internal scripts firing off constantly. They do things like determine which abilities you can currently use and grey out things like weapons when your enemy is out of range, out of view, or out of your firing arc. A lot of these checks happen every frame and really start adding up.

The inventory is particularly bad about it.
....
This isn't a graphical issue, though. So you're aiming this at the wrong devs. =P
Ah, this does explain why text flickers so much for me. Text on objects in space, on doffs, and other parts of the UI. Good to know. Thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-14-2012, 02:36 PM
Quote:
Originally Posted by tmanook View Post
Ah, this does explain why text flickers so much for me. Text on objects in space, on doffs, and other parts of the UI. Good to know. Thanks.
Is this why the channel selection dropdown flickers as you get near the top and why autocomplete entries for people tend to spaz out on both titles?
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