I don't have personal experience with this problem, but I did come up with
some questions and ideas that might further your search.


First off, it sounds like to me the requirement is to have a seamless
playback of animations. No jitter, frameskips, or lag times. You are right,
its quite the complex problem. The elastic
racetrack<http://www.craftymind.com/2008/04/18/updated-elastic-racetrack-for-flash-9-and-avm2/>comes
to mind when you explain your problem. The linked article has lots of
information and great comments. Also, a link to Grant Skinner's look on
optimization <http://gskinner.com/talks/quick/> might help. Thus, I think
the solution for you will have to include not only graphics rendering
solutions, but logic and code execution solutions as well.

My first thought was to consider the framerate you are aiming for. This will
drastically effect the solution. A consideration of the human eye framerate
may help you determine the optimal framerate for your program. With the
framerate in mind, you could aim for a higher framerate, and drop a bit if
frameskips happen, or not at all because if it's high enough you may not
notice visually. However, this solution will only look fine if your
animations are time based and not frame based. I think the framerate
solution is directly related to the understanding of the elastic racetrack.

Graphical enhancements could be turned off if noticing a problem with
rendering like you said, removing filters or other 'nice to haves' for the
graphics.

Optimized algorithms could greatly benefit the visual rendering. Sometimes
that means using 'hacks' to gain performance.

Maybe multiple levels of hit detection for a game? If the machine is too
slow, it could use a different type of hit detection. But to answer my own
question, that would change the gameplay and create problems with high
scoring or competition.



So all of those may be things you can do to make performance better, they do
not address the main issue which is, how do I know when to change things if
they are not good enough.

For this, there may be solution in writing a tool that would calculate how
long each section of each slice of each frame is taking. Using the elastic
racetrack article as a reference, one might be able to determine how to
adjust certain aspects of the application to smooth out the time it takes
for each section to finish.

Maybe you can accomplish most of this task by listening to ENTER_FRAME,
RENDER, EXIT_FRAME, FRAME_CONSTRUCTED events to calculate the timing of
things. Then, when numbers pass specified thresholds, you could make changes
to the appropriate sections.

For example, you define a matrix of complexity for each 'section' of your
program. These matrix define how much time each aspect of the racetrack can
consume. So, during intense gameplay, maybe you want to allow more time for
code execution and less on rendering. Then, if your thresholds are
surpassed, an event could be fired and you could respond by, lowering the
quality of the graphics, or turning off filters etc...

To conclude, I wonder if the cost is worth the benefit.

Ktu

On Fri, Feb 25, 2011 at 6:19 AM, Henrik Andersson <he...@henke37.cjb.net>wrote:

> I have been thinking a lot about the problem of optimizing animation
> playback. I know that some people here are unfamiliar with working with real
> animations and have been doing applications instead. Please consider this
> aimed at real animations like in movies and games.
>
> While the best solution is to simply make the animation simpler so that it
> is easier to render, that is far from an easy, or even possible solution.
>
> Instead the idea is to dynamically adjust the rendering quality. But as I
> will explain, it is far from a simple task.
>
> Please excuse any "too easy for me" explanations, I aim for a post that any
> developer can read and understand.
>
>
> As most of you know the Flash player have three main rendering quality
> options, low, medium and high quality. There is also the option to go for
> best, but that is largely the same as high.
>
> What the rendering quality control mainly controls is the subpixel
> rendering. When flash detects that a shape has an edge on a non integer
> position it will do subpixel rendering for that pixel.
>
> The subpixel rendering is surprisingly simple, flash just scales up the
> area (factor 2 for medium, 4 for high) and renders the new pixels. It then
> takes the average value of the pixels and uses that as the value of the real
> pixel. Low quality skips subpixel rendering completely.
>
> Now, this does change the rendering cost quite a lot. As such, it is the
> stock option for controlling rendering cost in the player.
>
>
> What some people may not know is that the Flash renderer is smart enough to
> skip frames. What this means is that if it detects that it is too far behind
> it will simply skip the drawing step and move directly on to the next frame.
> This can happen multiple times in a row in severe cases.
>
> This is rather easy to detect. If the drawing skip is skipped, so is the
> Event.RENDERED event. Just by checking if there was one between
> Event.ENTER_FRAME events it is possible to see if the previous frame was
> skipped.
>
> Similarly you can get a good estimate of how long the frame took to draw by
> computing the time between the Event.RENDERED event and the
> Event.ENTER_FRAME event. It is not perfect since it includes the wait after
> the rendering, but that is not a problem in practice.
>
>
> Now we define the problem. We want to draw the graphics at the highest
> possible quality, but without forcing Flash to skip frames. To do this we
> have the option of changing the current rendering quality before each frame
> is rendered.
>
> In more specific situations we also have the option of changing various
> effects, but for easy discussion we will stick to just the rendering
> quality.
>
> So the question becomes, what is the condition for changing quality?
>
>
> A naïve option is to change the quality if the previous frame took too long
> to render.
>
> A slightly better option is if we can pre-render each frame and get the
> rendering cost on a reference machine. Then we can scale the reference value
> to the current machine based on a known reference point, a previously
> rendered frame.
>
> However, this approach has the issue of the rendering cost not scaling
> linearly between machines. The largest reason is that different machines
> might be displaying the animation at different sizes. As rendering in
> different sizes can change cost geometrically this makes it hard to scale
> properly.
>
>
> A different idea that I have been thinking about is to use the frameskip
> amount as a deciding factor. However, I think that it may lead to similar
> results as the rendering time.
>
>
> Furthermore complicating things is the fact that changing the rendering
> quality invalidates the dirty region caching that the player does. While the
> effect of this differs depending on the animation being suitable for the
> dirty region system, it is a possible cost. There is also the issue of it
> being jarring to the user when the quality does change.
>
> The solution to that seems to be hysterics, that we have a threshold before
> changing back.
>
>
> Overall, this is a complicated matter and I am requesting feedback from
> people with experience dealing with this issue.
> _______________________________________________
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>



-- 
Ktu;

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