Update 0.4.4 - Immersive text placement & GPU!


Sunday update, at last..!

Note: Automatic capture mode is accidentally activated in Desktop mode. It is NOT supported & doesn't work. It captures once like manual mode but doesn't update. Automatic capture mode in desktop mode will be supported sometime in the future, but at the moment it isn't. Please use the attached/internal mode instead for this.

I have had a horrific day with many unforeseen challenges coming all at once. Most were won, some were postponed, and one was left standing. Unfortunately, one game repeatedly crashes on launch when using the 'Internal' mode with RapidOCR. This is a regression that will have to stay due to the necessity of updating our ONNX runtime that runs the RapidOCR models.  I hope it is a unicorn and won't happen in any other games, but either way, try the 'Attached' mode if you crash on launch when using RapidOCR in the 'Internal' mode.

Enough of that!

Immersive text placement

This week brings a very exciting update to the automatic capture mode. Namely, accurate text placement. Text will automatically position itself in the captured text's position, for a much more immersive and seamless experience.

I'm super excited about this one and I want to hear and see how it works for you! I'm sure there are many improvements to be made.

[GIF] Click me!
[GIF] Click me!

GPU for RapidOCR

I've also had the time to integrate GPU usage for RapidOCR. On my old laptop with a 4710HQ CPU and 860m GPU, the speed increase was about 3.5 faster! That's a massive speed gain for OCR. If you're keen on having the fastest performance when capturing text, don't hesitate to try it out! You can activate it in the OCR section after you have selected RapidOCR as your OCR engine.

Note: It works for Attached and Desktop mode, as well as Internal mode if the game is 64-bit, e.g. won't work on old games that can only run in fullscreen mode.

Changelog

  • Added GPU option for RapidOCR
  • Added immersive text placement for the automatic capture mode
  • Automatic mode colour capture is now independent to each block
  • Automatic mode now only overlays the process's texture behind the texts instead of the entire window
  • Automatic mode text height has been improved on a block by block basis
  • Automatic mode no longer sends capture & translation attempts if the capture area doesn't update
  • TesseractOCR has been improved, especially for automatic capture mode
  • Capture Swap hotkey will now no longer swap in demo mode
  • Removed classification model
  • Font texture width is now more optimally set to hopefully prevent some crashes in older games
  • Crash handler now always gives accurate crash message
  • Crash handler will now send last 30 seconds of debug messages if activated
  • Listed text should now be less inclined to merge together
  • DeepL can now display uppercased words
  • Fixed sorting crash related to block merging
  • Fixed overflow crash related to block merging
  • Fixed hardware mouse regression from last week
  • Automatic capture mode timer limit lowered to 0.1
  • Automatic capture mode timer now defaults to 0.6
  • Tesseract Page Segmentation mode option removed due to internal changes
  • Added 'Close Window' hotkey for an easy & fast way to close the currently active window
  • Added the new PaddleOCR PPOCRv5 text detection model

Files

GameTranslate_demo_0.4.4_x64_en-US.msi 207 MB
3 days ago
GameTranslate_0.4.4_x64_en-US.msi 207 MB
3 days ago

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Comments

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(2 edits)

Wow,

Automatic mode now only overlays the process’s texture behind the texts instead of the entire window.

That is a very smart implementation. 👏👏