I think improving scanner load times is something we're interested in looking at. No promises, but hopefully there will be something we can do there as well. As far as why Prime is slower than Redacted: its using an entirely different platform. The client is based off of the Niantic RWP (not to be confused with the server which isnt using the RWP), so they behave very differently at the lowest level.
For this announcement, yes. The new servers that we've shifted onto, however, have made the data serving layer faster for everyone.
Not yet, but it will.
Took me 20 seconds to load the same area fully on desktop (Chrome Version 84.0.4147.89 (Official Build) beta (64-bit), roughly 93 MBPS internet speed, 8 GB RAM & 2.8 GHz processor, zoom level 15, and I obviously have anti-virus, etc on). Subsequent movements across to adjacent areas take roughly 10 seconds to load. 18-20 seconds seems to be normal in other parts of the map too. So I'm curious about what config was used to achieve 3 seconds?
It's still a major improvement though. Would have taken more than a minute otherwise.
Some more feedback & questions.
Sometimes the intel page doesn't even load. Forget about the map loading. The page doesn't load. This has been happening more and more lately.
The mission's in the area scroll still seems to be limited to 1 scroll. Can that be sorted out?
Will we see new features added soon? such as the ones mentioned in the comments above.
@ofer2 something that would improve rendering performance even further would be to use web.gl - see https://github.com/robertleeplummerjr/Leaflet.glify or https://deck.gl/
Giving me some way.... any way at all... to render maps that ONLY show portals that I have never hacked, and portals that I have never owned... would be very useful.
Right now... I see zero ability for me to look at a busy map of an area I have lived in for years and know what portals I have not been to.
I would absolutely go get them.. and play harder.. if I could see this.
So what do I do now?
I don't play.
In terms of Uniques, part of the work to allow that data to be displayed on the Scanner would have to be putting it into a more useful format, so probably this would be useful to do both Intel and the Scanner at the point where this work is to be done I guess.
The data must be there, since our Uniques stat does count correctly when it comes to portals, and even beyond the 2.5 year game log limit that PoGo uses. Probably some work to make a new table, convert all the data, and then have the server update the new table, to get started on it.
Great. Now how about saving last visited location/zoom in a cookie or something, so i don't have to spend 10megs of mobile data each time i open map to watch it render stuff over Africa.
This works on PC. I've never worked out why it doesn't on Mobile.
Browsers have bookmarks, which is great for this sort of thing
I'm very happy with the recent changes, new content ingame aka drones, new stuff comming up soon aka battles, improved intel, the fourm itself, .... It's going in a good direction!
Just save a bookmark https://intel.ingress.com/intel?ll=-34.588539%2C-58.424017&z=13
It's ancient technollogy.
Again, PGO uses a completely different codebase than Ingress. The format that Ingress has it in is more of a Log Entry style. The problem here, is that you cant look through all log entries of all players every time you look at the map to figure out which ones are in an area. We have a separate system for things like these which is called a spatial query. This is how we look up things which belong in a specific area. The simple version of this is to key by S2 cell id so that you have efficient lookups. So, we would have to create a new spatial lookup for player-specific portal data and then merge the result of that query into the portal query (which is currently player agnostic). Then, we'd also have to populate that data. Again, not impossible, but a lot of work.