Coloring Game 2

Coloring Game 2

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Meiriceanach Mar 18, 2020 @ 5:52pm
Performance Issues at high Pixel Count
This has been a thing for me in all the previous 3 games on the larger images. I think its tied to how many filled pixels there are as a new canvas is fine. The game will freeze up with shorter intervals as more of the pixels are filled. Its probably CPU related and is there a "fix"?
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Showing 1-12 of 12 comments
L. Stotch  [developer] Mar 19, 2020 @ 12:50am 
Originally posted by Meiriceanach:
This has been a thing for me in all the previous 3 games on the larger images. I think its tied to how many filled pixels there are as a new canvas is fine. The game will freeze up with shorter intervals as more of the pixels are filled. Its probably CPU related and is there a "fix"?
You can give out more information.
What is the specific size of the images in question?
And what is your video card and resolution?

The slowdown in the game is not due to the CPU, but because of the frame rendering speed for which the GPU is responsible.
Meiriceanach Mar 19, 2020 @ 2:46am 
GTX 970 at 1920x1080/1200. I've run the game on both moniters with the same result.

It only really happens after long periods of time in a canvas. So only the larger one will do it. Usually over 100,000 pixels with the last 20-10,000 having this problem. What happens is that every 30 seconds or so the game will lag pretty bad. Switching color during this will freeze the game. It starts with a longer duration between spikes but will become more frequent as more progress is made. I have noticed that when the Joe menu is up, the game is smooth. However returning to the canvas after use will resume the freezing/lagging. If a significant amount of pixels were filled by Joe, it will be worse. Restarting the game will fix it but going back to the selection menu and resuming will not fix it. It has crashed the game.

It was present in the other 3 games but with the advent of custom images that can push 400,000, it has become more apparent.

The reason why I thought it was a CPU thing is that I had task manager in a second window, and CPU usage peaked during freezes.
L. Stotch  [developer] Mar 19, 2020 @ 7:29am 
Originally posted by Meiriceanach:
GTX 970 at 1920x1080/1200. I've run the game on both moniters with the same result.

It only really happens after long periods of time in a canvas. So only the larger one will do it. Usually over 100,000 pixels with the last 20-10,000 having this problem. What happens is that every 30 seconds or so the game will lag pretty bad. Switching color during this will freeze the game. It starts with a longer duration between spikes but will become more frequent as more progress is made. I have noticed that when the Joe menu is up, the game is smooth. However returning to the canvas after use will resume the freezing/lagging. If a significant amount of pixels were filled by Joe, it will be worse. Restarting the game will fix it but going back to the selection menu and resuming will not fix it. It has crashed the game.

It was present in the other 3 games but with the advent of custom images that can push 400,000, it has become more apparent.

The reason why I thought it was a CPU thing is that I had task manager in a second window, and CPU usage peaked during freezes.
I will try to find what the problem is in the coming days.

Do you use a pencil or bucket for filling?
Last edited by L. Stotch; Mar 19, 2020 @ 7:34am
Meiriceanach Mar 19, 2020 @ 11:27am 
Bucket for larger sections, pencil for smaller sections.
L. Stotch  [developer] Mar 19, 2020 @ 2:19pm 
Originally posted by Meiriceanach:
Bucket for larger sections, pencil for smaller sections.
There is a suspicion that this autosave slows down work on large images. Saving is triggered after painting 5000 pixels.

Tomorrow I will completely rewrite the save function.
I will write when it will be possible to try to test.
L. Stotch  [developer] Mar 20, 2020 @ 8:52am 
The update will be tomorrow. There was more work than I thought. :steamfacepalm:
L. Stotch  [developer] Mar 21, 2020 @ 10:25am 
I completely redid the save function, now it works 5 times faster. Large pictures should now no longer freeze when saved.

Test it out. :steamhappy:
Meiriceanach Mar 21, 2020 @ 1:54pm 
Thanks, you're amazing! I'll test it now.
L. Stotch  [developer] Mar 23, 2020 @ 3:48am 
Originally posted by Meiriceanach:
Thanks, you're amazing! I'll test it now.
How is the testing? Are the problems gone with the big pictures?
Meiriceanach Mar 23, 2020 @ 6:53pm 
Ok so I tested it on a 450,000 pixel picture. I used Joe to paint the whole picture with one color. Then move on to the next. And repeat. After about 2-3 hours it started. During this time, I was doing my taxes and watching youtube. So it was in the background running. When I would come back to change the color Joe was painting I would move the screen around the painting while task manager was open. nwjs would hold at around 5% CPU, 800MB Memory and always less than 1%GPU. When I would click on the portrait over the color selection to move the screen, it would freeze and the CPU usage would rise to 36% usually. The Memory usage would rise 40MB and GPU wouldn't really change. This is after a 2-3 hour up-time. In the same session, switching to a different picture wouldn't change any behavior. Even an empty one would get a rise to 20%CPU usage. I have an i3-4160 for context. I restarted the game and the Memory usage hovered at 130MB. I couldn't get the CPU to rise above 15% except when loading a new picture. GPU remained at 1% or less.
L. Stotch  [developer] Mar 24, 2020 @ 1:26am 
Relative to the previous version, has it become less freeze?

Do you upload your picture through DE so that Joe paints it?
You surprised me. :steammocking:
Meiriceanach Mar 24, 2020 @ 12:53pm 
Yes it has.
I uploaded through the button in the menu. I had already painted it so I just used it has a test.
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