Control of WaveShape Duration

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BTT
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Control of WaveShape Duration

Post by BTT »

Hello All

Just wondering if it is possible to control the duration (on screen) of an individual WaveShape?, if so what code would need to be added to the WaveShape's config.


Regards BTT

jerohm
Senior Member
Posts: 421
Joined: Fri Jan 09, 2009 5:19 pm

Post by jerohm »

as far as I know,

Code: Select all

PDur="Seconds"
... works for Particle invocations only, otherwise normal WaveShape duration is handled globally. You could probably simulate it using scripting, but at the loss of automatic randomness... which at times, doesn't seem all that random anyways :roll:

As a side note (read: totally different subject :twisted: ), I have bad mouthed Sprite startup as being somewhat of a resource hog. I have been playing around with Qualitative Software [ QSoft ] RamDrive (free until 2011Apr01) and moving my Sprite Library to it (upon EVERY reboot) and setting GF to use an the external folder. It certainly has helped THAT situation, BUT at the same time manifested in timing glitches showing up at other instances.

I am hypothesising (only) that GF may be making some assumptions about the hardware environment, and may not totally be accounting for dynamic power saving elements like 'throttling', 'core parking', and 'turbo boost'. Throttling and Core Parking can be disabled, but 'turbo boost' only works on some limited subset of the total number of core (at the expense of the other resource threads). Rather than for GF automatically trying to feel out the environment, it would probably be beneficial (read: insightful) to have resource parameters available to set upon startup.
just my .02 :idea:

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