Originally Posted by SDPhantom
I was actually more interested in data relating to the additional impact of having paused animations continuously rendering. An earlier version of my custom flight HUD used a bounce looping method on rotating textures and paused whenever the loop state changed. I scrapped the method since it not only had its own problems to deal with, but the entire addon as a whole was eating up a considerable chunk of processing power when the game really needed it. It wasn't the worst part of the old code, but I did consider it to be contributing factor.
|
The animation widget itself is fairly negligible compared to the rest of the script. The difference between being paused and playing (or even stopped) is so small that I can't measure its impact on framerate on my computer.
It's also neither optional nor something you can really optimize, so I wouldn't worry too much about it.