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Reduce delays and fades for carousel panels to improve song select initial display performance
Entering song select has seen a hit since the new renderer implementations. The underlying cause is large numbers of vertex buffer uploads (the counter hits >200k for me during the transition). Song select is in the process of being redesigned, and we are probably going to make improvements to the renderer to alleviate this, but in the mean time we can greatly improve the user experience by reducing how long the initial fade in delays take on panels. Visually this doesn't look too jarring, and gives a more immediate feeling when scrolling. It's also more feasible to load elements sooner with https://github.com/ppy/osu/pull/23809 applied.
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@ -112,11 +112,11 @@ namespace osu.Game.Screens.Select.Carousel
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background = new DelayedLoadWrapper(() => new SetPanelBackground(manager.GetWorkingBeatmap(beatmapSet.Beatmaps.MinBy(b => b.OnlineID)))
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{
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RelativeSizeAxes = Axes.Both,
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}, 300)
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}, 200)
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{
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RelativeSizeAxes = Axes.Both
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},
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mainFlow = new DelayedLoadWrapper(() => new SetPanelContent((CarouselBeatmapSet)Item), 100)
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mainFlow = new DelayedLoadWrapper(() => new SetPanelContent((CarouselBeatmapSet)Item), 50)
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{
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RelativeSizeAxes = Axes.Both
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},
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@ -126,7 +126,7 @@ namespace osu.Game.Screens.Select.Carousel
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mainFlow.DelayedLoadComplete += fadeContentIn;
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}
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private void fadeContentIn(Drawable d) => d.FadeInFromZero(750, Easing.OutQuint);
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private void fadeContentIn(Drawable d) => d.FadeInFromZero(150);
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protected override void Deselected()
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{
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