Question about scaling a large UI
Posted: 16 Mar 2019, 17:22
I'm evaluating NoesisGUI for a game where we currently use NGUI, and I have a couple questions about scaling.
Suppose you have a scrollable list box with 10,000 or more rows in a table/grid with 3-4 columns of data. With our current UI(NGUI), this was obscenely expensive, as the UI system still builds the draw calls for that entire thing, even though you only see maybe 10 rows at a time. What we did in that case was make a custom UI that basically fakes the list size such that we only instantiate the elements that are within the viewable scroll area.
Are there any mechanisms in place in Noesis for doing similar optimizations to the UI so that a data set can't become so large as to kill the performance of the UI?
Thanks
Suppose you have a scrollable list box with 10,000 or more rows in a table/grid with 3-4 columns of data. With our current UI(NGUI), this was obscenely expensive, as the UI system still builds the draw calls for that entire thing, even though you only see maybe 10 rows at a time. What we did in that case was make a custom UI that basically fakes the list size such that we only instantiate the elements that are within the viewable scroll area.
Are there any mechanisms in place in Noesis for doing similar optimizations to the UI so that a data set can't become so large as to kill the performance of the UI?
Thanks