Ren'Py 6.99.14.1 Prereleased

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PyTom
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Ren'Py 6.99.14.1 Prereleased

#1 Post by PyTom » Fri Jan 26, 2018 12:23 am

Hello, world. I just uploaded the first prerelease of Ren'Py 6.99.14.1. This release intends to fix some problems that have been discovered in Ren'Py 6.99.14, and also further builds on the performance improvement work in that release. You can see the official changelog at:

https://www.renpy.org/dev-doc/html/changelog.html

and download it from:

https://www.renpy.org/release/6.99.14.1


The main focus here is on improving the image cache and image prediction, while at the same time reducing pauses caused by image prediction.

Some of the highlights of the image prediction work are:
  • Pressing f4 shows the image load log and cache/texture usage.
  • When loading a texture, Ren'Py will scan it to find the bounding box of the non-transparent pixels. Only transparent pixels will be loaded into texture memory. This directly addresses sprites that are LiveComposities of multiple full-size images - Ren'Py crops these before loading them into a texture, reducing the memory usage substantially.
  • The config.cache_surfaces variable is now False by default. This means that Ren'Py will toss images after turning them into textures, halfing (or more) memory usage. This can slow things down if you do a lot of image manipulator work (so turn it off then), but should be a speedup in more normal code.
  • The image cache is now 300MB big, and controlled by the config.image_cache_size_mb variable directly. (Assuming config.image_cache_size isn't set.)
  • Ren'Py refuses to call functions that read from disk during image prediction.
  • ConditionSwitch has a predict_all option that causes all available displayables to be predicted. This can be used (for example) if a character has a small number of emotion images, to load them all whenever the character is about to go on the screen.
  • The renpy.start_predict and renpy.stop_predict options now take wildcards, so it's possible to do renpy.start_predict("eileen *").
There are a couple of other changes here.
  • The ATL "on hide" clause has been fixed.
  • The Python global interpreter lock (GIL) is released when flipping the OpenGL screen. This should make tasks that run in a background thread (music playback, image preloading, autosave, etc.) faster.
I need your help.

I've gotten some reports that 6.99.14 has been making the fans on people's computers spin up, thanks to the way we make more aggressive use of the GPU. What I'm asking is that people hit shift+G in your game (or the tutorial). That will pop up the powersave window. Please change it between Enabled and Disabled, waiting a minute or so between each change, and see how that affects your computer's fans. (It says you need to restart for it to take effect, but this particular setting doesn't need a reset.) Let me know either way - the fact that it doesn't change anything is also of interest to me.

Thanks.

(This is version 6.99.14.1.3188, for the record. 3188 changes since the start of the 6.99 series.)
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Re: Ren'Py 6.99.1.4.1 Prereleased

#2 Post by Imperf3kt » Fri Jan 26, 2018 12:40 am

I'm confused, 6.99.14.1 is newer than 6.99.14.3xxx ?

Edit: Just saw the final line, but I'm still confused why its being called 6.99.14.1

E: I see now, so the last version was technically 6.99.14.0.<build number>
Last edited by Imperf3kt on Fri Jan 26, 2018 1:51 am, edited 1 time in total.
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Re: Ren'Py 6.99.1.4.1 Prereleased

#3 Post by PyTom » Fri Jan 26, 2018 1:02 am

Really, all but the last part is the version number, and then the last is a build number. It's always worked this way.
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Re: Ren'Py 6.99.1.4.1 Prereleased

#4 Post by trooper6 » Fri Jan 26, 2018 3:51 am

This is really cool! Thanks PyTom! I won’t be able to test it until Tuesday, but I’m looking forward to trying it out!
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*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
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Re: Ren'Py 6.99.1.4.1 Prereleased

#5 Post by vollschauer » Fri Jan 26, 2018 8:08 am

Just wanted to to bring something up about the version numbers. I personal not a big fan of such endless version numbers and I really don't like 6.99.14.1.xxxx.
I actually just don't like the "x.1.x" to show that's a hotfix version or whatever.

I would prefer to see on the RenPy front page a note or button with "Download latest Version 6.99.14.3188",
even if there was a stable release 6.99.14.3135 a few weeks ago. Then you know that you can grab that new download or you use the launcher "update" button.

Since I work most of the time with different versions at the same time, it would be cool to see the version number in the launcher menu title like: "Ren'Py Launcher - 6.99.14.3138" ... yes there is a about button but when switching around launcher, game, editor ..somethimes I don't know what launcher is that at the first look.

Topic name is "wrong" Ren'Py 6.99.1.4.1 Prereleased

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Re: Ren'Py 6.99.1.4.1 Prereleased

#6 Post by kevinturner » Fri Jan 26, 2018 10:00 am

Nice work. This fixed a bug from the previous prerelease where the Ren'Py launcher on macOS would occasionally launch the project with no focus on the window (despite the keyboard being able to interact with it), and it would require command+tab fiddling to eventually allow the mouse to click things.

In terms of the power save function, I get identical power consumption regardless of setting according to Activity Monitor, and no fan noise regardless of setting, both sitting on a screen with constant activity and a screen with no activity.

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Re: Ren'Py 6.99.1.4.1 Prereleased

#7 Post by AXYPB » Fri Jan 26, 2018 12:20 pm

The bug I reported regarding VP8 and VP9 video appears to be resolved in the current prerelease. Thank you for your attention on this matter.

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Re: Ren'Py 6.99.14.1 Prereleased

#8 Post by Reikun » Sat Jan 27, 2018 5:58 pm

Updated to the pre-release and tried out the powersave functions (enabled/disabled) with the tutorial. There was no change in fan speed/noise for me for either setting but I'll update here if anything changes during future usage.
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Re: Ren'Py 6.99.14.1 Prereleased

#9 Post by AXYPB » Sat Jan 27, 2018 8:37 pm

On a desktop system with an Nvidia GTX 960 video card running Windows 10, I observed no changes in fan speed between each powersave setting.

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Re: Ren'Py 6.99.14.1 Prereleased

#10 Post by Arowana » Sun Jan 28, 2018 3:03 am

Very excited about all the image prediction improvements! I'm not sure whether the predict_all option for ConditionSwitch is actually working though. I tried both putting predict_all = True in my ConditionSwitch and setting config.conditionswitch_predict_all = True, but the images in my ConditionSwitch still show up as "unpredicted (bad)" in the image load log. Is it supposed to be like that or not?

On my Macbook, I didn't notice any fan noise for either powersave setting yet. This is actually a big improvement for me - 6.99.14 made my fan spin up almost immediately after opening the launcher (even before starting any games). So thanks very much for fixing that! :D
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Re: Ren'Py 6.99.14.1 Prereleased

#11 Post by PyTom » Sun Jan 28, 2018 4:04 am

I'll double-check, but would the ConditionSwitch be predictable in the first place? What I was trying to optimize with ConditionSwitch is something like:

Code: Select all

default emption = "happy"

image eileen = LiveComposite(
    (320, 720),
    (0, 0), "images/eileen/base.png",
    (0, 0), ConditionSwitch(
                  "emotion == 'happy'", "images/eileen/happy.png",
                  "emotion == 'mad'", "images/eileen/mad.png",
                   predict_all=True,
                  ),
    )

show eileen
But if we had,

$ renpy.show("eileen")

Ren'Py still couldn't predict it.
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Re: Ren'Py 6.99.14.1 Prereleased

#12 Post by Arowana » Sun Jan 28, 2018 4:39 am

PyTom wrote:
Sun Jan 28, 2018 4:04 am
I'll double-check, but would the ConditionSwitch be predictable in the first place?
I think they should be predictable. I even tried something very simple like this:

Code: Select all

image eileen = ConditionSwitch(
        "emotion == 'happy'", "images/eileen/happy.png",
        "emotion == 'vhappy'", "images/eileen/vhappy.png",
        "emotion == 'concerned'", "images/eileen/concerned.png", 
        predict_all=True,)

default emotion = "happy"
define config.conditionswitch_predict_all = True

label start:
    show screen _image_load_log
    scene bg room
    show eileen
    e "Happy."
    $ emotion = "vhappy"
    e "Very happy!"
    $ emotion = "concerned"
    e "Concerned..."
    return
All the "images/eileen/" pngs show up as unpredicted in my image load log. :( Might I be doing something wrong?
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Re: Ren'Py 6.99.14.1 Prereleased

#13 Post by AXYPB » Sun Jan 28, 2018 2:43 pm

I am having the same issue with a character defined as ConditionSwitch displayables. Due to the large resolution of my project, I use a large amount of im.Composite manipulators, which reduces image file size significantly. The ConditionSwitch selects between two im.Composites, one with a base body image and an emotion; and one with accessories added. The image load log is reporting that all images defined this way, including CGs including this character (also defined as ConditionSwitch so the same accessories can be displayed or hidden), are failing to be predicted.
Last edited by AXYPB on Sun Jan 28, 2018 2:48 pm, edited 1 time in total.

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Re: Ren'Py 6.99.14.1 Prereleased

#14 Post by PyTom » Sun Jan 28, 2018 2:45 pm

I just landed a fix to ConditionSwitch.

I'd suspect that LiveComposite is going to be better than im.Composite in (nearly) all circumstances, I'd suggest switching over.
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Re: Ren'Py 6.99.14.1 Prereleased

#15 Post by AXYPB » Sun Jan 28, 2018 3:39 pm

I've also found that in my CG gallery screen, where up to nine CG imagebuttons added with Gallery.make_button are displayed at once, prediction is failing for the imagemap for the menu on this screen. Changing pages is sometimes noticeably slow, and the images defined in the imagemap are shown as failing to be predicted twice each before loading. I used renpy.start_predict_screen for this screen in the main menu to rectify the loading delay in previous versions, but when config.cache_surfaces is False, this is no longer effective.

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