Hi, I’m observing some rather unexpected behavior when I put a Decay (Animation) node into a subpatch, and only let that subpatch evaluate every couple of frames.
It seems like the Decay node would determine the step size that it needs to take by calculating the decay divided by current FPS of the vvvv instance.
This makes it actually decay much slower than specified if the subpatch isn’t evaluated for every frame.
I’d expect that if I specify that I want one second of decay time, it will decay for exactly one second, no matter what my frame rate is, making variable-size steps if required. While it seems to do that if it gets evaluated every frame, it seems to not take into account the fact that this isn’t being the case in this situation.
Whatever it does seems to be somehow based on the number of times that it’s being evaluated and the mainloop framerate, not any kind of wallclock time.
See attached patch for details, and feel free to request further information if you need any.
weird-decay.zip (2.4 kB)