> While trying to make Flash go wrong, I tried timing DTS versus 
> non-DTS. I was using a Flash movie that has an extreme amount of 
> curves (206 frame animation that has no sounds, no bitmaps, just 
> curves, and yet is 3.7 MB). I set the Flash member to be lock-step, 
> and set the Director movie to 999 fps. I spread the Flash sprite out 
> to 206 frames in the score, and put a "put the timer, starttimer, go 
> 1" script at the end.
> 
> The time for the 206 frames DTS was 680 ticks for high quality and 
> 380 ticks for low quality. Non-DTS was 740 and 450. As I mentioned, 
> it's a demanding animation, which should cause the most difference 
> between DTS and non-DTS. Even with this case the performance 
> difference was only in the 10-15% range, which may not be enough gain 
> if you have to jump through hoops to work around DTS issues.

I agree that DTS is a mixed blessing. I don't think the way you measured
performance is the way I use DTS, though.

I assume the sprite isn't static. Setting the frame rate to 999, and
lock-stepping the sprite, will slow it down.

I use DTS to improve the performance of the Flash sprite. I would be
more interested in the following scenario: Director frame rate 6 fps,
looping on a go to frame, not lock step, with a callback from the Flash
sprite when it's finished its animation. It'd take the timing from the
point where you first enter the frame to when you get the callback.

Then compare dts and non-dts. That would tell me how fast the Flash
sprite is animating.

If you'd like to send me the Flash movie, I could run the test.

Cordially,

Kerry Thompson


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