Phantom Camera: Reduce unnecessary processing#2271
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Apply the changes I have submitted upstream in ramokz/phantom-camera#657 to avoid processing every frame in the editor, even when the open scene does not use PhantomCamera. As detailed in that PR and in ramokz/phantom-camera#649, I haven't figured out how to avoid the PhantomCameraHost node processing every frame even when the viewfinder is closed. And as also detailed there: any inactive PhantomCamera2D still _process()es every frame, and the PlayerHook has an inactive PhantomCamera2D, so... However in most scenes containing the player we have at least one moving tree or water ripple animation, which causes the scene to render at 60fps anyway. So, oh well!
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Play this branch at https://play.threadbare.game/branches/endlessm/wjt/phantom-camera-reduce-unnecessary-processing/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
manuq
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Jun 2, 2026
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Yes. However if you disable that, switching to this camera is janky in-game, because its position is not updated until the moment it is activated. Sorry, I forgot to write that in this PR! |
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Phantom Camera: Reduce unnecessary processing
Apply the changes I have submitted upstream in
ramokz/phantom-camera#657 to avoid processing
every frame in the editor, even when the open scene does not use
PhantomCamera.
As detailed in that PR and in
ramokz/phantom-camera#649, I haven't figured
out how to avoid the PhantomCameraHost node processing every frame even
when the viewfinder is closed.
And as also detailed there: any inactive PhantomCamera2D still
_process()es every frame, and the PlayerHook has an inactive
PhantomCamera2D, so...
However in most scenes containing the player we have at least one moving
tree or water ripple animation, which causes the scene to render at
60fps anyway. So, oh well!