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UPDATE FROM MABULA

I have had a very rough 2 months unfortunately health wise. I was struck 3x in a row with bacterial infections. The second infection occurred  after a routine hospital checkup and I became very sick. I had to rest and take a lot of antibiotics. Once I was recovering and restarting work 1 month ago, I again became sick. The infection was not yet gone, so even more antibiotics and rest was needed. Needless to say, it took a lot of my energy and I needed a lot of rest.

 

Finally, the infection is really gone and my energy is coming back step-by-step now and I have started work again. I am terribly sorry to have kept you waiting for support. I will address all outstanding questions and e-mails step-by step and will be on the forum daily from today.

 

APP 2.0.0-beta47 will come soon as well, a lot of work was already completed before I became very ill, so the release is also nearly ready for you. Beta47 will be much faster actually. Many workflows will be more than 2x faster, mosaics can even be 10x faster than before because registration really received a major boost... all compared to beta46.  Before I release it, I will make sure that everything is working properly and then I will release it.

Construct Frame Details very slow

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(@mr1337)
Main Sequence Star
Joined: 8 years ago
Posts: 16
Topic starter  

Running 1.077 on Windows 10 and noticing the Construct Frame Details step is very slow (several minutes) when I have a lot of light frames and cancel a process (or have an error). Also have the same delay when I remove items from the list to correct the problem (not enough stars etc). I have about 1200 light frames across LRGBHa but this will be pretty common for me on broadband targets in a light polluted area. Any recommendations on how to avoid this delay? Put some of the logs below if helpful...

Thanks, Mathew

11:18:32 - FRAME DETAILS UPDATER: updated succesfully
11:18:32 - CONSTRUCT FRAME DETAILS LIST: starting...
11:18:32 - CONSTRUCT FRAME DETAILS LIST: sorting frames...
11:18:32 - CONSTRUCT FRAME DETAILS LIST: Fixing file arrays...
11:18:32 - CONSTRUCT FRAME DETAILS LIST: numbering frames...
11:18:32 - CONSTRUCT FRAME DETAILS LIST: adding frame marks...
11:19:41 - CONSTRUCT FRAME DETAILS LIST: finished
11:19:42 - 5) NORMALIZE:: REGISTER was stopped, cancelling normalization task as well
11:19:42 - 5) NORMALIZE: was cancelled...
11:19:42 - FRAME DETAILS UPDATER: starting...
11:19:42 - FRAME DETAILS UPDATER: no new frames to add
11:19:42 - FRAME DETAILS UPDATER: rebuilding all frame details...
11:19:42 - FRAME DETAILS UPDATER: checking if frames were identified earlier...
11:19:42 - FRAME DETAILS UPDATER: updated succesfully
11:19:42 - CONSTRUCT FRAME DETAILS LIST: starting...
11:19:42 - CONSTRUCT FRAME DETAILS LIST: sorting frames...
11:19:42 - CONSTRUCT FRAME DETAILS LIST: Fixing file arrays...
11:19:42 - CONSTRUCT FRAME DETAILS LIST: numbering frames...
11:19:43 - CONSTRUCT FRAME DETAILS LIST: adding frame marks...
11:20:51 - CONSTRUCT FRAME DETAILS LIST: finished
11:20:52 - 6) INTEGRATE: normalization was broken down, so cancelling integration as well.
11:20:52 - FRAME DETAILS UPDATER: starting...
11:20:52 - FRAME DETAILS UPDATER: no new frames to add
11:20:52 - FRAME DETAILS UPDATER: rebuilding all frame details...
11:20:52 - FRAME DETAILS UPDATER: checking if frames were identified earlier...
11:20:52 - FRAME DETAILS UPDATER: updated succesfully
11:20:52 - CONSTRUCT FRAME DETAILS LIST: starting...
11:20:52 - CONSTRUCT FRAME DETAILS LIST: sorting frames...
11:20:52 - CONSTRUCT FRAME DETAILS LIST: Fixing file arrays...
11:20:52 - CONSTRUCT FRAME DETAILS LIST: numbering frames...
11:20:53 - CONSTRUCT FRAME DETAILS LIST: adding frame marks...
11:22:01 - CONSTRUCT FRAME DETAILS LIST: finished



   
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(@Anonymous 174)
Joined: 9 years ago
Posts: 5702
 

Mmm, well 1200 frames at the same time is a lot I have to say. Can't you split those up into, say, 400 at a time?



   
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(@mr1337)
Main Sequence Star
Joined: 8 years ago
Posts: 16
Topic starter  

I could probably do each channel independently, but I still have over 600 frames of luminance. Not sure how easy it would be to break the same channel into two integrations and effectively recombine it later and still retain the same quality. I am going to try the latest version and see if that helps at all - never noticed these delays until the last update to v1.077 though.



   
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(@Anonymous 174)
Joined: 9 years ago
Posts: 5702
 

If you have enough memory, 600 should work as well. It depends a little on the size per frame and such. But I would try to chop it up a little at least. Let me know how it goes and good luck!



   
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