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#1
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I am still trying to figure out what the cause of the reduced movement speed in our experiments is.
Jeff, what exactly is the 'Update' time of the renderer? This is the only value that varies during the test runs and also seems to be dependent on the collision: In the test model of the minimum example I provided, I get update times up to 2 when I enable collision and the movement is slower than it is supposed to be. It stays at 0.1 if I disable collision and the movement speed is correct. In a standard vizard model (like the one in the minimum example), it is well below 0.3, regardless of collision on or off and the movement speed is correct. |
#2
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If you're updating the viewpoint every frame, try:
Code:
viz.getFrameElapsed() * SPEED Code:
viz.elapsed() * SPEED |
#3
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Hello Jeff,
thank you very much! That solved the problem. The movement speed of the viewport is now consistent throughout all of our environments. What do you think was the problem? Is there a variation in frame draw times that depends on the current environment? If I am using viz.elapsed(), than I would not take this deviation into account, right? |
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