Suburbazine You always know exactly what's on my mind, even going back to your post last year about maximizing the mobile/bandwidth-optimization unique aspect, which I've subsequently embraced as the primary focus of WSV3 Tactical (vs eventual Graphics Producer) - leveraging server preprocessing and modern D3D12 iGPUs to absolutely consummately optimize the user experience of timeseries raster product viewing in a multiresolution tiled dataset-native-projection view. It's pretty likely at this point that December 13th will precede the reconstitution of the 3D engine, 2D only, because of my militant focus around perfecting and optimizing this core aspect.
Now because of the same, I have recently become opposed to temporal interpolation. I've recently decided (open to argument) it's purely a graphics/eye candy feature with no actual human mesoanalytic value. This was exacerbated by the following:
For loops, WSV3 Tactical has an extremely unique and optimal engine ability, which has only been operable really since this past Friday, of immediate mode streaming of data vs full RAM preloading.
I am currently able to view arbitrary, unbounded length loops with diverse frames at 60fps within a fixed memory budget, and not doing any preloading.
The extreme optimization of the tile engine allows maximal leveraging of your modern SSD to eliminate the retained RAM restriction, paging in new tiles along the loop scrub head relative preload window as the loop plays live.
This permits unlimited temporal resolution in theory, only bounded by disk size and network.
Because of this I can fill a global zoom CONUS domain satellite loop with probably 128 frames at full 0.5km when zoomed.
So this makes temporal interpolation even less important, because even on the aesthetic end of things, I intend to pack the base license with so high temporal res CONUS fullres visible satellite imagery that, at full loop (might still be 6 hrs limit), the frames will be so dense you wouldn't even see the difference of temporal interpolation.
I can share a video soon showing this.
There are tangible GPU rendering performance to NOT having it, as it's 2x the texture bandwidth.
So this seems like a classic case where "tactical" (unlike "graphics") actually has increased value by having only discrete frames, reaping the performance/GPU use optimization, and instead focusing on packing the highest temporal res original non-downscaled data.
But the counterargument is, just make it optional. At which point, it is deprioritized to a post-release consideration.
The visible satellite imagery really is the tech centerpiece of WSV3 Tactical. It's the perennial worst case. It's easily 10 or 20x the bandwidth of the fullest radar data.
Seeing it with smoothing off at original dataset native GOES ABI geostationary projection, with only discrete frames, no interpolation neither spatially or temporally, really gives a sense of the value of product and the Raster2 engine for streaming full res meteorological timeseries datasets.
Let me focus on getting a video out. Definitely this month.
We can always add temporal interpolation, but not having it on December 13th is part of the data-centric elitist purism I am trying to maximize.
Related: adoption of D3D12 does allow for usage theoretically of AMD FidelityFx FSR3, which I have long wondered about applicability to grayscale weather raster timeseries data. This is an experiment I look forward to doing next year. It could be viable.