While sequencing I've attempted to use the Shimmer and twinkle and I've noticed that they really don't look very good on the preview or even the lights that I have hooked up. I have a sequence that would Shimmer just fine using light O Rama software then I converted over an Xlights does not represent it very well. It almost seems like a refresh rate problem in Xlights. So I'm asking am I missing a setting or is there any suggestions? And does it act differently if it's played from the schedule? Until now I've done my sequencing between X lights and light O Rama and scheduled my show through light O Rama. My channel count is up over 12,000 now.
Are you using a 25ms seq or 50ms?
Can you try something: can you create a view with either no elements or a single, relatively unused element. Select that view, then hit play and see if the House Preview seems to look better. I've been playing around a bit and on my 4 year old machine (so relatively decent), playing the "Star Wars Funk" sequence at 25ms with my full "All Elements" view is dropping every other frame. That would certainly make the shimmers not work since they are every other frame.
Doing some timing, it's taking about 2-3ms to update BOTH preview windows, but it's taking another 32-40ms to update all of the stuff in the grid. That includes the "Time" in the upper left, the play markers on the timeline, wave form, and grid. If I use a view with only a single model, it takes about 12-14ms. 7ms of that is just updating the "Time" in the corner.
Thus, we have some stuff to think about:
1) Is the "Time" in the corner useful? If so, should we update it less often? If not, eliminate it?
2) How we draw the effect grid needs a ton of work. I've already been chatting to Keith about it, but this likely is enough to convince me it's more necessary. We really need to aggregate all the "lines" together, all the rects, etc... so things can be sent to the graphics card in large batches. The reason the House/Model previews are so quick is we DO aggregate things there. My 1600 pixel mega tree is literally rendered with just 7 opengl calls. Each EFFECT displayed on the grid is currently about 35 opengl calls PLUS the effect background if one is displayed.