djh_ Wrote:It has nothing to do with GFX horsepower - it's the caching of thumbnails as you scroll back and forth. Cut out the upper and lower extremities of that angled wall view and you'll get the same average-decent performance as everyone else. Leave them in and it'll chug.
You'll run into one problem or other with all of those concepts. The wall views famously can't spill over the screen edges. The labels for the now playing box and listitem would overlap. The stuff you're suggesting for the OSD can't be done. A long and winding road of feature requests and compromises awaits. Still, nice ideas.
I calculated approx 162~ thumbs. Say they are 512x512. That would make every thumb approx 1 mb (RGBA uncompressed).
Say we double that amount to garantuee not hitting disk to much. The ram usage is still possible.
The problem however comes at swapping the ram data to texture and this takes time, On my computer if I change texture at every frame I still get a framerate of > 200 in a managed language. So changing a couple of textures a second should still prove possible. (given the gfx-card actually can store enough to both for the view, and the needed pre-cached)
Still I would say it might take alot of coding and alot of power. And when counting the numbers, yeah its definatly alot. But if the view got tilted just slightly the number of thumbs would drop significantly, then perhaps it will work
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