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03-02-16, 08:14 PM   #61
semlar
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Originally Posted by SDPhantom View Post
I was actually more interested in data relating to the additional impact of having paused animations continuously rendering. An earlier version of my custom flight HUD used a bounce looping method on rotating textures and paused whenever the loop state changed. I scrapped the method since it not only had its own problems to deal with, but the entire addon as a whole was eating up a considerable chunk of processing power when the game really needed it. It wasn't the worst part of the old code, but I did consider it to be contributing factor.
The animation widget itself is fairly negligible compared to the rest of the script. The difference between being paused and playing (or even stopped) is so small that I can't measure its impact on framerate on my computer.

It's also neither optional nor something you can really optimize, so I wouldn't worry too much about it.
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