I recently started speedrunning Super Mario Bros. 3 on Nintendo Switch and I tried to use this project together with OBS Studio, OBS Virtualcam and narfman0's SMB3 profile to get automatic splits. I created a separate video feed scaled down to fit the profile and it seemed to be working.
However, after a few seconds I get "Frame handler is overloaded!!!" message and the scanner keeps restarting.
I looked at the source and tried increasing numerical values in Scanner.cs (mostly ScanningCount and OverloadCount) and it made things somewhat better. Also, quite predictably, CPU/memory usage skyrocketed.
I'm not familiar with C# and Microsoft dev tools but I presume something's lagging inside a frame handler, either frame comparison logic or IMagick. Does anyone have any hints how to measure and identify it?
Alternatively, does anyone have any suggestions on how to optimize around this issue? Maybe I could set something oddly specific about my camera feed that would make it less strenuous.
Hi!
I recently started speedrunning Super Mario Bros. 3 on Nintendo Switch and I tried to use this project together with OBS Studio, OBS Virtualcam and narfman0's SMB3 profile to get automatic splits. I created a separate video feed scaled down to fit the profile and it seemed to be working.
However, after a few seconds I get "Frame handler is overloaded!!!" message and the scanner keeps restarting.
I looked at the source and tried increasing numerical values in Scanner.cs (mostly
ScanningCount
andOverloadCount
) and it made things somewhat better. Also, quite predictably, CPU/memory usage skyrocketed.I'm not familiar with C# and Microsoft dev tools but I presume something's lagging inside a frame handler, either frame comparison logic or IMagick. Does anyone have any hints how to measure and identify it?
Alternatively, does anyone have any suggestions on how to optimize around this issue? Maybe I could set something oddly specific about my camera feed that would make it less strenuous.