Tool Others F95Checker [WillyJL]

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WillyJL

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The view switcher + search field has been fixed, with the header setting off in 1551 (y)


This error shows up after the app loads, which can be ignored by closing the error message:

Unable to import OpenGL.arrays.numpymodule.NumpyHandler: No numpy module present: No module named 'numpy'
Traceback (most recent call last):
File "C:\hostedtoolcache\windows\Python\3.12.4\x64\Lib\site-packages\cx_Freeze\initscripts\__startup__.py", line 138, in run
File "C:\hostedtoolcache\windows\Python\3.12.4\x64\Lib\site-packages\cx_Freeze\initscripts\console.py", line 17, in run
File "D:\a\F95Checker\F95Checker\main-debug.py", line 99, in <module>
File "D:\a\F95Checker\F95Checker\modules\notification_proc.py", line 182, in daemon
File "C:\hostedtoolcache\windows\Python\3.12.4\x64\Lib\asyncio\runners.py", line 194, in run
File "C:\hostedtoolcache\windows\Python\3.12.4\x64\Lib\asyncio\runners.py", line 118, in run
File "C:\hostedtoolcache\windows\Python\3.12.4\x64\Lib\asyncio\base_events.py", line 687, in run_until_complete
File "D:\a\F95Checker\F95Checker\modules\notification_proc.py", line 148, in _daemon
File "D:\a\F95Checker\F95Checker\common\structs.py", line 151, in __init__
File "C:\hostedtoolcache\windows\Python\3.12.4\x64\Lib\asyncio\events.py", line 538, in add_reader
NotImplementedError
fixed in latest beta
 
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leavy

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I have a suggestion, which might not be very useful. Feel free to ignore if too difficult to implement, or too specific in scope.

Currently, I use the Notes tab to list similar games. What if in the game info popup, there is a new Similar tab, where:
  • similar games can be manually added and displayed as a list resembling the list view.
  • similar games would be linked/grouped, such that game A lists game B as similar, and vice versa.
I know tabs and labels can perform a similar function, but this might be a cleaner/faster way to group games together, at least for me.

NewTab.png
 

WillyJL

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yeah, i don't know... it was using VRAM much more efficently and it took much longer to fill up, but in the end result is pretty much the same, if not worse
Turns out, ASTC is supported by very few GPUs. Even when it seems to work without issues, like your case and ascsd , what's happening is windows is decompressing astc to rgba on the fly, so vram usage is the same. Still, load times are improved (if you don't get stutters while decompressing on the fly, which I do on Linux)

I have just implemented another option, BC7 (ASTC still available, it's a drop down). BC7 is supported on basically all GPUs made in the last 15 years. Same visual quality as ASTC, but takes more space. Compared to uncompressed it uses 4x less VRAM (ASTC would use 9x less VRAM but no GPUs support it so VRAM tends to be unaffected) and gives the same improved load times as ASTC. However, it is larger, even more so than uncompressed images (on disk they are compressed with PNG or JPEG which are a lot more efficient but don't work for GPU random access), from my testing BC7 takes 60% more disk space than uncompressed, while ASTC takes 20% less disk space than uncompressed (used to be roughly same, but I added ZSTD compression at rest to mitigate BC7 disk usage, which made ASTC more efficient on disk too).
Still, for me this is a much better option, images load instantly and I don't care too much about the extra disk space it uses (I have 1.1gb uncompressed, 0.9gb astc and 1.8gb bc7).
For VRAM usage: after loading all images I have, nvtop showed 12gb VRAM and 2gb RAM (I think it didn't allow more into VRAM to not fill it so the extra went into RAM) when uncompressed. With BC7 I can load all images at once and it uses 4gb VRAM, and no RAM increase. But of course, I'll be using BC7 along with unload off screen, so almost no VRAM is used and loading images is faster.

cc FaceCrap WhiteVanDaycare ascsd
 

WillyJL

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I have a suggestion, which might not be very useful. Feel free to ignore if too difficult to implement, or too specific in scope.

Currently, I use the Notes tab to list similar games. What if in the game info popup, there is a new Similar tab, where:
  • similar games can be manually added and displayed as a list resembling the list view.
  • similar games would be linked/grouped, such that game A lists game B as similar, and vice versa.
I know tabs and labels can perform a similar function, but this might be a cleaner/faster way to group games together, at least for me.

View attachment 4494045
Yeah that could be useful. Only problem I see is the tab bar is getting very crowded... I also have preview images coming up eventually, and also recently thinking about adding forum reviews, so that would be already another 3 tabs with your idea lol
What I might do is merge the tags and description section (putting tags above description and renaming the tab to "More Info"), and move labels below the tab info, next to executables, that would free a few spots
 
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leavy

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What I might do is merge the tags and description section (putting tags above description and renaming the tab to "More Info"), and move labels below the tab info, next to executables
When adding labels for a new entry, I often switch between the Tags and Labels tabs, so viewing the tags and having access to the label context menu at the same time would be excellent!
 
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WillyJL

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When adding labels for a new entry, I often switch between the Tags and Labels tabs, so viewing the tags and having access to the label context menu at the same time would be excellent!
works well, even looks better i'd say. labels wrap nicely, and executables overflow to right column when labels arent in the way.
can always right click to edit the labels, but the button saying so is only visible with no labels.
1738206536250.png
1738206864471.png
1738206670202.png

What I might do is merge the tags and description section (putting tags above description and renaming the tab to "More Info")
also did this (separately, screenshot still has the old exe and no labels there), feel like it looks good. when i get to it, reviews could even go below the description here, not necessarily a new tab, we'll see.
1738207104272.png


but anyway, both these changes make the tabbar look too empty on their own. i put these changes on github for now but they arent used.


when ill get to adding things that need a new tab, ill use those changes to free up space in the tabbar.
one of those will probably be relatively soon, the similar games thing you suggested doesnt sound too complicated to make.
 
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WillyJL

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I have just implemented another option, BC7 (ASTC still available, it's a drop down). BC7 is supported on basically all GPUs made in the last 15 years. Same visual quality as ASTC, but takes more space. Compared to uncompressed it uses 4x less VRAM (ASTC would use 9x less VRAM but no GPUs support it so VRAM tends to be unaffected) and gives the same improved load times as ASTC. However, it is larger, even more so than uncompressed images (on disk they are compressed with PNG or JPEG which are a lot more efficient but don't work for GPU random access), from my testing BC7 takes 60% more disk space than uncompressed, while ASTC takes 20% less disk space than uncompressed (used to be roughly same, but I added ZSTD compression at rest to mitigate BC7 disk usage, which made ASTC more efficient on disk too).
Still, for me this is a much better option, images load instantly and I don't care too much about the extra disk space it uses (I have 1.1gb uncompressed, 0.9gb astc and 1.8gb bc7).
For VRAM usage: after loading all images I have, nvtop showed 12gb VRAM and 2gb RAM (I think it didn't allow more into VRAM to not fill it so the extra went into RAM) when uncompressed. With BC7 I can load all images at once and it uses 4gb VRAM, and no RAM increase. But of course, I'll be using BC7 along with unload off screen, so almost no VRAM is used and loading images is faster.
also fixed what i think was the last issue with feat/tex-compress branch (VRAM memory leak when reloading images), so should be good to merge and land in 11.1. latest devbuild uses this of course, if i dont hear of new issues for a few days ill merge
 

sisco1986

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Dec 29, 2018
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375
hey Willy, could be possible to implement a function to auto backup your game list links into a .txt with a timer? or if you can't do that at least to print the current links into the log files so we can manually backup that instead of having to make a txt and manually export the list?
 

leavy

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I tried the image compression from on my system (5800X3D, 7800 XT):

No image compression:
  • 971 entries — 11 GB VRAM
  • 1070 MB disk space
  • Slower image load on scroll
ASTC:
  • Very fast compression, 100% CPU usage
  • 971 entries — 11 GB VRAM
  • 524 MB disk space
  • Very fast image load on scroll (Unload off-screen OFF)
  • Average image load on scroll (Unload off-screen ON)
BC7:
  • Really slow compression, ~50% CPU usage
  • 971 entries — 3 GB VRAM
  • 990 MB disk space
  • Fast image load on scroll (Unload off-screen OFF)
  • Average image load on scroll (Unload off-screen ON)
 
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WillyJL

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I tried the image compression from on my system (5800X3D, 7800 XT):

No image compression:
  • 971 entries — 11 GB VRAM
  • 1070 MB disk space
  • Slower image load on scroll
ASTC:
  • Very fast compression, 100% CPU usage
  • 971 entries — 11 GB VRAM
  • 524 MB disk space
  • Very fast image load on scroll (Unload off-screen OFF)
  • Average image load on scroll (Unload off-screen ON)
BC7:
  • Really slow compression, ~50% CPU usage
  • 971 entries — 3 GB VRAM
  • 990 MB disk space
  • Fast image load on scroll (Unload off-screen OFF)
  • Average image load on scroll (Unload off-screen ON)
Interesting. So yeah it looks like your gpu doesn't support astc but windows is making up for it, so same vram but better image loading. And for disk space, difference between astc and bc7 is about right, but compared to original it's a bit odd, I'm guessing the original images in your case were compressed worse than for me. For bc7 compressing that slow and not using all cpu, I think astcenc detects how many cpu cores there are while compressonator defaults to 8, I'll change it to auto detect it too.
Thanks!
 

WillyJL

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hey Willy, could be possible to implement a function to auto backup your game list links into a .txt with a timer? or if you can't do that at least to print the current links into the log files so we can manually backup that instead of having to make a txt and manually export the list?
There are no log files lol
And you could easily setup your own system to backup the db.sqlite3 file, which is what matters. Can just copy it somewhere else, on windows you have the event scheduler, on Linux there is crontab
 

M0narh

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May 20, 2024
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How to disable game banners in Windows notifications when a game updates? I can't find a way to turn them off.
 
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WillyJL

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Greetings,
Many thanks for this extremely useful tool, and the updates.

I have a question regarding the splash screen I get every time I open the F95Checker.
Is there a way to disable it? If not, may i humbly ask you to consider changing it with something much darker?
You see, as you can tell from my pic, I am very very sensitive to light, and I also happen to (mostly) use my PC in a rather dark environment.
So every single time I run this program, if I forget to look away, or close my eyes in advance, I get this... 'retina destroying' white splash screen for a few seconds, until it loads normally! It makes me want to switch to predator mode and scratch stuff...

Any help is highly appreciated!
latest beta doesnt flashbang anymore
 
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WillyJL

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Thanks for fixing this. Now if we could get rid of the flash between clicking on a download link and acknowledging leaving the site (an F95 problem, not your checker).
Not sure I follow what you mean. I don't see any bright flash when clicking download links.
If you use the integrated browser, it will open that on the game thread page then navigate to the download link page, but while that one is loading it shows the previous page, no bright flash.
If you use another browser, it will need to open the integrated browser for a short second to actually grab the link location, then close the integrated browser and instead open the link it grabbed with your chosen browser. But again, no bright flash, while the page loads with the integrated browser the background is black (or your chosen background color in the checker)
If what you mean is showing the integrated browser in general before opening the download link, that's not something that can be fixed, neither by me nor by f95zone. Your pc doesn't get game info from f95zone directly to avoid torturing their servers, instead it gets it from my cache api, and by design the cache api is not authenticated. To have download links open directly without passing through f95zone, your client would need to know the download link beforehand, which means it would need to get it from my cache api, which means the cache api would need to provide download links plainly on the internet with no account required. That would make it trivial for download links to be DMCA'd, and for bots to reupload content to other websites. Instead, you must have an account to see download links, and so the cache api can't store them plainly on the internet, and thus your pc needs to grab the link from f95zone, which means showing a small integrated browser for a split second. And it can't be hidden due to captcha.
 
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