![]() ![]() It's no longer required to confirm with an extra click when switching weapons Weapon switching is now significantly faster, improving combat experience during the late stages of the game when scrolling through an arsenal of 8 weapons. □□ New Steam Community items and Steam Cards! ![]() ![]() ⏯️□ Added a new in-game animated video by Mashed, featuring the theme song by The Living Tombstone and accessible after finishing the game #CARTOON ANIMATOR 4 AUTOSAVE PORTABLE#General- □ There are now 6 hidden portable game systems scattered around the game, playing each features a brand new 8-bit version of a song by The Living Tombstone from the OST. Keep in mind, while this is a positive enhancement and should affect all game systems and rigs, it might affect each system differently so it's hard to guarantee exact numbers. Areas with a lot of light and details were showing an improvement, whereas other areas saw a smaller improvement (but generally were lighter to begin with). #CARTOON ANIMATOR 4 AUTOSAVE UPDATE#In addition, we've optimized certain boss AIs, inkblots, effects, and level logic to further bring down the CPU load.Īmong our tests, we used an Nvidia 1070 GTX / Intel I5 7600k / 16GB rig on high settings to test the new update (1.05) vs the previous update (1.04) and could see improvement from 10-30% in average FPS, depending on the area, hovering 60 FPS. From this, we’ve refactored our real time shadows system over the course of the last few months. The biggest offender were the real time shadow calculations, which, before rendering, were taking a big toll on the CPU every frame. After further inspection, we've identified that for most players, the game is experiencing CPU bottlenecks even on high end rigs with great CPUs. Tested on krita-5.0.0-prealpha-dba5ce5-x86_64.We hear your feedback, and we took the time to further optimize the game. Rendered as PNG sequence, then no ffmpeg involved in process """Does the failure occur when saving image sequences or does it occur during the FFMPEG phase (You can verify by checking if all image frames have rendered out properly and saved to that hard disk.)""" ![]() """How many cores your system has dedicated to rendering animations or caching frame data (should be viewable on the performance tab.)"""įrom 1 core to 24 Cores, the problem occurs. Total number is around 600frames on my test but I think it means nothing as from a simple animation of 600 frames it could 15s to render all frame to more than one hour for a more complex 600frames animation. It occurs with 2 keyframes on my side as well as hundred of keyframes. """How many frames Krita is trying to render (viewable on the render progress bar as /.)""" the autosave should be temporary disabled before animation is rendered, and enabled once rendering is done (if enable before rendering) the autosave should properly be cancelled without stopping render This is repeated 4 times and then finally, autosave is applied.Ī dialog box "waiting for image operation to complete ()" is displayed for a couple of seconds and it stops the rendering with a "failed to render animation frames" message. Render is interrupted, there’s a status bar notification "autosaving postponed: document is busy" but rendering continues.Ī couple of seconds after, there's a new notification. As asked in bug, I create a new one because I confirm that on my side autosave action stop animation render.Ĭurrently on Krita 5, if autosave run while an animation is rendering, render is stopped with a popup message "failed to render animation frames”.ġ) Create an animation for which time to render is long enough to have autosave triggeredĢ) Ensure that document is in modified state (ie: the autosave will be triggered) ![]()
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