HobbesHK
await get_tree().idle_frame
Thank you for this! I just tried it out but unfortunately Godot throws an error on await get_tree().idle_frame
: Invalid get index 'idle_frame' (on base: 'SceneTree').
Could it be because I’m running in application mode, which only refreshes the screen if there’s an update?
As an alternative, I’ve put the code to turn things off into its own function:
func turn_off():
$"%SaveReport".visible = false
$"%BackMainMenu".visible = false
I’ve then tried an await turn_off()
The code runs, but doesn’t do anything and the screenshot still gets saved with the buttons visible.
I’m trying both await functions just before the take_screenshot() function like so:
await turn_off()
await get_tree().idle_frame
take_screenshot()
Am I missing something very obvious here? Any help would be much appreciated!
Managed to fix it by using await get_tree().process_frame
instead. It seems that idle_frame
appears to no longer exist in Godot 4.1?
So my full code for triggering the screenshot function is:
func _on_SaveReport_pressed():
await get_tree().process_frame
$"%SaveReport".visible = false
$"%BackMainMenu".visible = false
await get_tree().process_frame
take_screenshot()
$"%SaveReport".visible = true
$"%BackMainMenu".visible = true
For some reason, I have to await before I turn the interface elements off, and after I’ve turned them off. It now works a treat for my app. Thank you for your assistance!
I took away the 2 .visible = true commands at the end, just to see if they were the culprit. They are not. It appears that the get_viewport().get_texture().get_image() command gets called before the interface elements are turned off, even though the order of code would make me think otherwise.
Thought I’d post an update. Performance is better now, playing in 1440p with FSR2 on Balanced, graphic settings on Medium. I’m getting around 45FPS.
I’m not quite sure what the fix was in the end, but I’ve installed proton-ge-custom-bin from the AUR, so I’ve got Proton GE installed onto my system (not just within Heroic). Both the AUR and Heroic are on Proton-GE 9.7. I then added the AlanWake2.exe file to Steam, and forced compatibility to use Proton GE. So whatever extra was happening with Heroic was taken away.
I tried changing my Mesa drivers, but it appears Manjaro is even with the nonfree repo at this point, so I’m still on Mesa 24.1.1, only on the Manjaro-approved version, not the mainline Arch version.
It appears that somewhere within that combination of (1) running the game directly from Steam, (2) using the system-installed Proton-GE package, and (3) reverting to the Manjaro Mesa package the framerate got bumped from lower 20-s to mid-40s. CPU and GPU usage still hover around the 40%, so I feel there would be more improvement to be had perhaps?
I tested the game on my second PC, which is running ChimeraOS, has a 5800X3D chip, 32Gb RAM and a 7600 XT card, where it’s easily hitting these framerates and better (but with higher GPU usage, hardly any CPU usage, that 5800X3D is a beast). So I wonder if my 10700K might be a bit of a bottleneck? ChimeraOS’ version of Mesa is on 23.2 so maybe there are just some kinks to be worked out in the 24.1 branch?
Anyway… long story short: I’m happy with the overall performance at this point. Happy to dive into the Overlap and deal with Nightingale!
I think Burnham was referencing Book, not Tyler, when she said she knows what it’s like to lose someone but got him back. Book died during the final events of 10C, but they magically zapped him back into existence, if I recall correctly.
I was wondering if the “Previously” bit at the start was maybe Eugene Roddenberry, channeling his mum?
Also - just wondering how popular the show is. Looking at the drop off in comments week-on-week, I wonder if people have dropped out.
You may want to change the fact that web exports don’t work on macOS. MacBook Pro M1 user here. I’m happily running my Godot 4.1 as web exports on my server. Setting the headers is required for any browser / operating system, but things seem to work fine for me on Mac.