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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.

Slow pixel integration in APP 2.0 Beta 19?

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(@mountainair)
Red Giant
Joined: 6 years ago
Posts: 52
Topic starter  

I'm not sure if this is a fluke, or something new in Beta 19:  I am integrating a stack of 400 61-megapixel subs on an M2 Max Mac running 96GB RAM.  All the steps between the start and the final integration appeared to run at a reasonable speed given the stack size.  It took about a day to get through LNC 1/3 iterations.  But then it started on the pixel integration, and in the last 11 hours only made it about 5.5 million pixels into the 256million pixel workload.  By my math, it will take 19 days to complete just this one step.

Because of the size of this stack, I needed 2 TB of free space for the work area.  My internal drive didn't have that much available, so I moved it to an external USB3.0 Gen 3.2 4TB drive.  My first thought was this slowdown might be related to the 1 GB/sec interface with this drive, but that isn't it -- I'm only using a small fraction of the available disk bandwidth, and only sporadically.  I am also using very little CPU, averaging just a few percent (APP is set to use all cores).  It is using all 96GB RAM, but that's fine and not unexpected.  The pixel integration is just very, very slow and I'm wondering if it somehow became serialized or something?

Any ideas?  Thanks in advance.

 



   
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(@mountainair)
Red Giant
Joined: 6 years ago
Posts: 52
Topic starter  

Update:  I had made some assumptions about when the integration actually started last night.  After logging the time/position information in the overall pixel integration, it's now looking like it'll take about 5 days.  This may improve further as I have more time/position recordings, but it still seems very slow.  I'll report back further tonight.



   
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(@mountainair)
Red Giant
Joined: 6 years ago
Posts: 52
Topic starter  

Unfortunately it seems to have slowed from my earlier estimates.  Since checking 7 hours ago, it has only integrated another 4.5 million out of 256 million px.

I wonder if me using the external drive for the APP working folder is the cause, but again, I'm seeing only intermittent reads and rare writes and they are consuming only a tiny fraction of the bandwidth of this drive.  Maybe something in the application switches to single-threaded mode when using an external drive?  I have no idea.

I'll likely let this run overnight, but since I'm only 1/23rd of the way done I will probably kill it in the morning and try either DSS (always fast) or PI.  I may also make a duplicate of my integration files and try running the same process on my Intel laptop just to see if it runs any faster.  Only 32GB RAM there, though...



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

Yes an external drive will slow down things a lot, we always advice to use the internal storage and preferably a SSD (or a very fast external SSD with very fast connection). I would advice to not use LNC to start with, and integration 100 subs at a time. You'll end up with 4 integrations which you can load in again as lights and integrate those again to get the final result, this won't impact the quality.



   
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(@readyjetty)
Neutron Star
Joined: 4 years ago
Posts: 79
 

@vincent-mod Hi Vincent, have you folks verified that integrating in small chunks and then integrating the final results together doesn't impact quality.   I've read on forums that you get higher quality results with integrating all at once.

I ask because integrating in chunks would be a better solution for me in some cases if I was fairly confident it wouldn't impact quality.

Also, if I integrate in 4 chunks, what integration method should I use.  I would think these would have very high SNR so you would want to average them, but it looks like the default is median for a small number of frames?   Should I make a specific choices if its 4 chunks vs 10 chunks vs 20 for example?



   
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(@mountainair)
Red Giant
Joined: 6 years ago
Posts: 52
Topic starter  

@vincent-mod Interesting, breaking up the workload like that.  I can try it, with the hope that the effective throughput rate of the 4 integrations is less than trying it all at once.  Hopefully it really doesn't affect quality.  

Also:  I should have clarified, I am using very fast external SSD.  It's limited by the interface, but it's still 1 GB/sec actual throughput, and as I said according to my OS it is just not being utilized much.  It seems to me like APP is doing something that A) isn't using much CPU, B) isn't using much GPU, and C) isn't using much disk IO -- but is still taking a long time.  There might be something going on that is throttling resource consumption (which is why I asked if anything could be going single-threaded there; generally if you have a long-running process you want it to use as many system resources as possible -- subject to the thread control slider, of course).

At the moment, I killed the large integration and disabled 2x drizzle, so now it's running much faster with 1/3 the disk used.  With 2x drizzle I'd expect 4x longer, not 25x longer.



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

Sorry for missing your replies. Theoretically all at once is better, but when you're combining say 50 lights with all the proper calibration data, dithering etc. then it won't really show a difference.



   
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