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Modify Calculation of Inertia to Scale Based on Frame Rate #12820

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PolygonalSun opened this issue Aug 1, 2022 · 7 comments
Open

Modify Calculation of Inertia to Scale Based on Frame Rate #12820

PolygonalSun opened this issue Aug 1, 2022 · 7 comments

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@PolygonalSun
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Currently, we calculate inertial drop-off of camera movements per render frame. What we will need to do to ensure a more uniform rate of movement is to scale our inertial drop-off. The idea would be take our frame rate/animation ratio and use that as our scaling factor.

Potential Issues/Things to look out for:
Because some of our cameras have their own ways of handling inertial movement, whatever scaling solution we come up with may need to used with multiple other calculations.

@PolygonalSun PolygonalSun self-assigned this Aug 1, 2022
@sebavan sebavan added this to the 6.0 milestone Aug 2, 2022
@thomlucc thomlucc modified the milestones: 6.0, Future Feb 14, 2023
@thomlucc thomlucc modified the milestones: Future, 7.0 May 9, 2023
@abolog
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abolog commented Oct 10, 2023

updates?

It would really help to have consistent smooth camera movements across various refresh rate screens.

@sebavan
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sebavan commented Oct 10, 2023

cc @PolygonalSun

@PolygonalSun
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Currently in progress (testing changes). Will update when PR is live.

@PolygonalSun
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PR: #14482

@abolog
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abolog commented Oct 31, 2023

Works perfectly.
Just tried it on a 360hz screen, and it's as smooth and consistent as 60hz. Same on touch mobile 120hz.
Well done, you're the best ^_^

@PolygonalSun
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PR has been merged.

@PolygonalSun PolygonalSun reopened this Nov 30, 2023
@thomlucc thomlucc modified the milestones: 7.0, Future Jan 9, 2024
@PolygonalSun PolygonalSun modified the milestones: Future, 7.0 Feb 24, 2024
@thomlucc thomlucc modified the milestones: 7.0, 8.0 Mar 12, 2024
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This issue has been automatically staled because it has been inactive for more than 14 days. Please update to "unstale".

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