Creating this thread per request of peppy (thanks for the engine clarifications!)
Problem Details:
Glitches
Timing display flags lower framerate significantly.
If there are a lot of inheriting sections or timing sections, the timing window will experience significant lag.
A possible solution would be to simply allow those flags to be turned off. I personally don't find myself using them so a checkbox would be nice.
Rounding error can cause 1 ms shifts when adding timing sections
This is something that happens when a lot of timing sections are added due to the way sections snap to the nearest ms.
After much timing work, rounding error can cause dramatic shifts, causing timing to become inaccurate.
I'm not sure how this would be fixed, but it is a problem that affects maps that need lots of signature resets or BPM changes.
If I recall, "delta max" was an early victim of rounding error.
A low framerate can cause the first click of a timing section to not play its sound
Often when I have a low fps when timing, a timing section won't play its first click when passed over by the metronome. This bug is why I stress people to increase their framerates before timing, but it wouldn't matter if it's fixed.
Issues
Playback rate is misleading
I see a lot of people timing with playback rate slowed down. If it is really a disaster (a large inaccuracy when used), a disclaimer should probably be displayed warning any timers before they make a mistake.
Video or screenshot showing the problem:
Some of these problems happen in the tutorial video I made recently. http://www.youtube.com/watch?v=Pyat7XWe2kg
The video was built around workarounds, which isn't good for the long term, so that's where this thread comes in.
Problem Details:
Glitches
Timing display flags lower framerate significantly.
If there are a lot of inheriting sections or timing sections, the timing window will experience significant lag.
A possible solution would be to simply allow those flags to be turned off. I personally don't find myself using them so a checkbox would be nice.
Rounding error can cause 1 ms shifts when adding timing sections
This is something that happens when a lot of timing sections are added due to the way sections snap to the nearest ms.
After much timing work, rounding error can cause dramatic shifts, causing timing to become inaccurate.
I'm not sure how this would be fixed, but it is a problem that affects maps that need lots of signature resets or BPM changes.
If I recall, "delta max" was an early victim of rounding error.
A low framerate can cause the first click of a timing section to not play its sound
Often when I have a low fps when timing, a timing section won't play its first click when passed over by the metronome. This bug is why I stress people to increase their framerates before timing, but it wouldn't matter if it's fixed.
Issues
Playback rate is misleading
I see a lot of people timing with playback rate slowed down. If it is really a disaster (a large inaccuracy when used), a disclaimer should probably be displayed warning any timers before they make a mistake.
Video or screenshot showing the problem:
Some of these problems happen in the tutorial video I made recently. http://www.youtube.com/watch?v=Pyat7XWe2kg
The video was built around workarounds, which isn't good for the long term, so that's where this thread comes in.