Difference between revisions of "Bug: cutscene editor in toolset lags when headtracking is set"

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(There's already a fix for this, it just wasn't necessarily obvious. I've updated the documentation to include it and am closing this bug. If this turns out not to help the lag issue, please reopen)
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*'''Version found: 1.0.1008.0''' <!-- put the version number of your toolset here -->
 
*'''Version found: 1.0.1008.0''' <!-- put the version number of your toolset here -->
*'''Status:''' Open
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*'''Status:''' WNF/Works as designed
  
 
== Description ==
 
== Description ==
The cutscene editor will begin to lag very badly when I have headtracking set. The type of lag is 3-4 second delays when I do
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The cutscene editor can begin to lag very badly when you have headtracking set. The lag can be on the order of 3-4 second delays when doing anything.
anything! I'll click the timeline and it will hang for 4 seconds.
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If I scrub a slider it will take 3-5 seconds for it to respond. But
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This is due to the complexity of the headtracking operation, and the fact that to be fully accurate the cutscene editor has to re-simulate all of the frames prior to the current one to find out where the heads would really be pointing.
as soon as I disable headtracking from all headtracking slots and
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set them to blank the problem goes away.  
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== Workarounds ==
 
== Workarounds ==
Don't turn on headtracking until your cutscene is completely done.
 
Do all your headtracking work last!
 
  
[[Category:Toolset bugs]]
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Headtracking can be set to use a simpler simulation system during cutscene work via the "accurate headtracking" button in the toolbar or the option of the same name in the cutscene editor options panel. See [[Headtracking#Cutscene editor performance]] for more details.
[[Category:Cutscenes]]
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[[Category:Closed bugs]]

Revision as of 22:34, 18 January 2010

  • Version found: 1.0.1008.0
  • Status: WNF/Works as designed

Description

The cutscene editor can begin to lag very badly when you have headtracking set. The lag can be on the order of 3-4 second delays when doing anything.

This is due to the complexity of the headtracking operation, and the fact that to be fully accurate the cutscene editor has to re-simulate all of the frames prior to the current one to find out where the heads would really be pointing.

Workarounds

Headtracking can be set to use a simpler simulation system during cutscene work via the "accurate headtracking" button in the toolbar or the option of the same name in the cutscene editor options panel. See Headtracking#Cutscene editor performance for more details.