I actually think your 'rough' version is quite quick - and I'm using
an old 1.86Ghz/2Gb RAM laptop from ~ 2004. As a user I wouldn't be
irrirated by its speed and am impressed by its performance.

1.) Use pngcrush or something similar to make your files as small as
possible if you don't already. It won't drastically improve load times
but every little helps.

2.) The real problem seems to occur when you use the animation
feature, it's slow to start with then once the tiles have been
transfered its quite snappy. Are you asking if there is a way that you
can 'buffer' the tiles that might be requested if the user chooses to
'play' the animation for that dataset?

If you try to cache tiles I suspect you will run into problems because
some browsers (like firefox) manage resource caching very strictly and
won't cache images that aren't actually being displayed in the visible
area of the window.

Personally I think this might have more to do with managing user-
expectations than improving load times (which are already fairly
optimal). For example if I went to a similar site and downloaded a
movie of this data, I would expect to wait a little while for it to
'buffer'? Perhaps you could make some sort of loading/buffering div
which covers the map area during the first-loop giving the impression
it is 'buffering' (which it sort of is). Then on the second loop
simply set the buffering window to display: none. The key will be in
the graphical implementation (e.g. have some sort of rotating
'loading' image like a youtube movie OR use the 16 days as steps in a
progressive 'loading bar' - either way users will be able to see their
wait is almost over.

You could also look into loading the tiles from different URLs to
overcome some browsers limitations on the number of open connections
to a single domain at any one time. Again it won't make a decisive
difference but every little will help.

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