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Linux version causes System Lockup due from an OOM error.

I can get the CPU maxing out but filling system memory which started at only 2gb of 32gb being used, and proceeding to max it out to OOM is insane. How do you even do something like that? I really wanna know.

This isn't just some "Experimental" error that can be brushed off, this is a major issue. Could be some huge bug in shader code, blatant intent (I am not accusing), or something is wrong with the build that causes it to (speculating) load the same assets into memory over and over again until lockup. Maybe the build speculation is actually what the shader is doing. My system doesn't live long enough to tell.

Specs in case you are wondering:

OS: Mint Cinnamon 21.3 X86_64

CPU: AMD Ryzen 5 2600 ( 6 cores - 12 threads ) @3.4ghz

GPU: Nvidia RTX 3060 12gb (Lite Hash Rate)

GPU Driver: Nvidia-Driver-535

RAM: 32gb DDR4 @2133mhz

ps: Never seen something like this in my life, something is wrong with the program specifically.

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As a fellow Godot dev this is so cool. I'm jealous. Will you open source this at any point?

Amazing job. Can you tell me more about your implementation?

Approximating the pixel colors with neural network

This looks promising! How would this look on mobile?

Thank you! Android build is in a very bad shape at the moment. Barely boots. Even the PC version has a few issues so it'll take a while for me to figure out Android.