Now that time - slow is more visible due to its presence in the item and device menus, it may be worth looking into ways of making it look more aesthetically pleasing. I thought I was lagging when I first saw it.

Assuming you've got a common class for everything that can move/be rendered, this could actually be done with reasonable ease - just calculate where things are going to move at the start of each 'update tick', and gradually adjust the rendered position during the currently unused ticks.

xephyr 30 Oct 2016:

Transcendence runs at 30fps and many critical functions are tied to this framerate. To increase the framerate, even just for dockscreens and menus, would mean a massive, massive overhaul.

george moromisato 30 Oct 2016:

I have to think about this. @xephyr is right that the update event is tied to the framerate (e.g., every object assumes that one update = one frame). But the move event is separate from update. I might be able to call move multiple times while only calling update once.

This might make motion smoother, but animation (e.g., stargate) will still be jumpy.

xephyr 30 Oct 2016:

That could work. I didn't know that move/update were separated - good to know.

0xabcdef 6 Jun 2017:

How about adding a slight blurring effect to the graphics when time-slow is active?

the_shrike 6 Jun 2017:

Motion blur just makes folks feel sick.

johnbwatson 10 Jun 2017:

I'd have to see the motion blur to judge anything.

giantcabbage 30 Oct 2024:

PR#100 separates the update into behavior and physics, allowing the movement/physics to be updated every frame. So motion can be updated at 30fps (or 60fps) regardless of the tick update.

Particle effects are not quite working, but I haven't been able to track down where the particle update occurs.