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reference_manual/preferences/performance_settings.rst
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90 | Playing back a video at 25 FPS means that the computer has to precalculate 25 images per second of video. Now, video playing software is able to do this because it really focuses on this one single task. However, Krita as a painting program also allows you to edit the pictures. Because Krita needs to be able to do this, and a dedicated video player doesn't, Krita cannot do the same kind of optimizations as a dedicated video player can. | 90 | Playing back a video at 25 FPS means that the computer has to precalculate 25 images per second of video. Now, video playing software is able to do this because it really focuses on this one single task. However, Krita as a painting program also allows you to edit the pictures. Because Krita needs to be able to do this, and a dedicated video player doesn't, Krita cannot do the same kind of optimizations as a dedicated video player can. | ||
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92 | Still, an animator does need to be able to see what kind of animation they are making. To do this properly, we need to decide how Krita will regenerate the cache after the animator makes a change. There's fortunately a lot of different options how we can do this. However, the best solution really depends on what kind of computer you have and what kind of animation you are making. Therefore in this tab you can customize the way how and when the cache is generated. | 92 | Still, an animator does need to be able to see what kind of animation they are making. To do this properly, we need to decide how Krita will regenerate the cache after the animator makes a change. There's fortunately a lot of different options how we can do this. However, the best solution really depends on what kind of computer you have and what kind of animation you are making. Therefore in this tab you can customize the way how and when the cache is generated. | ||
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94 | Cache Storage Backend | 94 | Cache Storage Backend | ||
95 | ~~~~~~~~~~~~~~~~~~~~~ | 95 | ~~~~~~~~~~~~~~~~~~~~~ | ||
96 | 96 | | |||
97 | In-memory | 97 | In-memory | ||
98 | Animation frame cache will be stored in RAM, completely without any limitations. This is also the way it was handled before 4.1. This is only recommended for computers with a huge amount of RAM and animations that must show full-canvas full resolution 6k at 25 fps. If you do not have a huge amount (say, 64GiB) of ram, do *not* use this option (and scale down your projects). | 98 | Animation frame cache will be stored in RAM, completely without any limitations. This is also the way it was handled before 4.1. This is only recommended for computers with a huge amount of RAM and animations that must show full-canvas full resolution 6k at 25 fps. If you do not have a huge amount (say, 64GiB) of RAM, do *not* use this option (and scale down your projects). | ||
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100 | .. warning:: | 100 | .. warning:: | ||
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102 | Please make sure your computer has enough RAM *above* the amount you requested in the :guilabel:`General` tab. Otherwise you might face system freezes. | 102 | Please make sure your computer has enough RAM *above* the amount you requested in the :guilabel:`General` tab. Otherwise you might face system freezes. | ||
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104 | * For 1 second of FullHD @ 25 FPS you will need 200 extra MiB of Memory | 104 | * For 1 second of FullHD @ 25 FPS you will need 200 extra MiB of Memory | ||
105 | * For 1 second of 4K UltraHD@ 25 FPS, you will need 800 extra MiB of Memory. | 105 | * For 1 second of 4K UltraHD@ 25 FPS, you will need 800 extra MiB of Memory. | ||
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