2026-10-09 APP 2.0.0-beta48 has been released !
This is mainly a bug fix release for the reported bugs in beta47. In addition it has a significant User Interface performance improvement noticable when you need to process 1000s of images in APP.
2026-10-03 APP 2.0.0-beta47 has been released !
This is a very big release... many code optimizations/rewrites, many parts of APP are much faster and more precise, especially star analysis and registration are much faster ! Big mosaics will go much faster 🙂
And we introduce a new preview filter, which includes the new Adaptive Deep Sky Stretch and a General Levels Stretch, this has been long over due. The old preview filter (the panel on the right side to stretch and preview your data) has not been updated for a couple of years and it is a critical part of any APP session.
Adaptive Deep Sky Stretch or ADSS is a much more intuitive stretch algorithm. It is also color preserving (which is a great new addition in itself ! ) which means that the highlights are no longer bleached, color is maintained from the linear data while stretching. You can simply stretch your data using the sky background level and signal width sliders which work much easier and more intuitive. You no longer need to fiddle with the old complicated sliders with zoom buttons. All the zoom buttons for the sliders are made redundant. And you can enter slider values in the slider value fields yourself. I will make a youtube video in the coming days to explain and fully introduce ADSS. Once the video is ready, it will be highlighted on the forum.
RGB Combine upgrade !. The RGB Combine Tool has been rewritten mostly. The tool is faster and easier to use and most importantly, the Luminance slider to inject a luminance channel or channels into the RGB composite is now working correctly. It no longer bleaches the RGB colors. Combined with the new ADSS preview, you will get much better and easier great composites with great color! I will also explain this in a new youtube video.
@curtis2010 This is new in the APP 2.0.0 beta versions. APP sets the memory it uses to the available system memory minus 4 Gb. No need to set the memory limit anymore. If you run out of memory then you need to process in batches of smaller numbers of lights. Or make sure your computer has more memory but that's far more expensive of course.
@wvreeven Yes, I was processing a mosaic when APP ran out of memory. Instead I processed each frame separately.
In the process of building a new machine with 64GB of DDRM5 RAM...with room to expand to 128GB.
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Instead I processed each frame separately.
In the context of mosaics I think the term "panel" generally is used and "frame" refers to a single light or sub. I could be wrong of course 🙂
Yes, processing the panels separately and then combining them is a great way of avoiding memory issues and speeding up processing.Â
@wvreeven Yep, processing the "panels" separately worked well...now to expand the mosaic!
