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If I understand the code correctly, currently the code runs in a loop as fast as it can to do OCR during battles and other states. There can be a controlled timing based on the states and the text just read. For example:
When resetting the game, wait a long time before reading, so that it doesn't read texts on the game title screen.
During battle, if it detects the pokemon uses a move (xxx used yyy!), wait several more miliseconds before the next iteration because a move call usually lasts longer than other battle texts.
This can be tricky because different hardware may have different latency. So either the user can set a delay value in the config, or (with more complexity) have the program to detect this latency by itself and adjust it accordingly.
The text was updated successfully, but these errors were encountered:
Gin890
changed the title
[feature request][optimization] reduce the amound of OCR calls by timing the intervals to each call
[feature request][optimization] reduce the amount of OCR calls by timing the intervals of each call
Mar 3, 2021
If I understand the code correctly, currently the code runs in a loop as fast as it can to do OCR during battles and other states. There can be a controlled timing based on the states and the text just read. For example:
This can be tricky because different hardware may have different latency. So either the user can set a delay value in the config, or (with more complexity) have the program to detect this latency by itself and adjust it accordingly.
The text was updated successfully, but these errors were encountered: