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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.

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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