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For your information, I turn off syncing globally and caching: true when something fails to work. Seems to be the best way to optimise for me, since I create a LOT of images, many of which I don't need to cache. Not sure of a situation where I'd want to force syncing, though.
The problem with relying on lazy cache (the current default) is that it waits until image manipulation occurs before it cache the image ---- this means that gameplay will slightly freeze up noticeably for the duration of the initial cache. If we use :cache force however we can move this runtime penalty to level load time (assuming it is the kind of image where this makes sense -- such as a level 'map' / background as in selene).
Using cache: forced has made selene noticeably smoother, and has also not significantly increased level load time as 0.5 second more in load-time is not noticeable but a 0.5 second slow-down in runtime IS noticeable.
The situation is now like this:
If you dont intend to manipulate an image, turn caching off (false)
If you do intend to manipulate but your focus is on reducing level-load times, use :lazy
if you do intend to manipulate and your focus is on run-time performance and you dont mind a tiny increase in level load times, then use forced (true)
alternately you can turn caching off altogether and manually call #cache (or #refresh_cache) on an image at the proper moment.
:)
New images should be able to be lazy-cached (caching: true), non-cached (caching: false) or force-cached (caching: force)
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