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WARNING - Broken UI - Static text
TODO: @bagusnl localization and binding
Also add early error handling to the base function
100% reviewed source file: 'en_US.json' on 'ja_JP'.
+ Fix presence setter concurrency + Fix UI thread hung due to Discord RPC initialization + Cache multiple start offset by caching the offset under PresetConfig's HashID. + Avoid calling multiple App Config key string and instead using its own property instead.
The function should now correctly serialize/deserialize the BinaryFormatter Header as previous implementation was based on a guess and trial&error work. Also efficiently Read/Write with more reduced memory footprint (even though, I know. It's not really a big deal)
This fix, however, isn't yet tested on any monitor other than 16:9 aspect ratio
By telling WinUI to disable its visibility on the parent element, this helps to flush and temporarily pause element rendering. Calling CanvasDevice.Trim() also telling the Shared DXGI device used by Win2D that the app is going to be in paused state, helping to reduce the VRAM Allocation even further. Thanks to these approach, on the benchmarked device (in R7 9800X3D \w SMT Disabled), the app reduces its idle CPU usage from 5% to nearly 0% most of the time (except when it temporarily spikes due to .NET GC taking place). Also, the VRAM usage reduced from around ~300 MB to only 26.2 MB at idle after one minute (after CanvasDevice.Trim() has been triggered).
Max. Run in 300 seconds
This to reduce initialization time on SettingsPage
…893) # Main Goal Allowing user to synchronize game settings data including: - Game settings - Collapse game/region specific settings - Collapse playtime data The data gets uploaded to database server that user sets in app settings
100% reviewed source file: 'en_US.json' on 'es_419'.
100% reviewed source file: 'en_US.json' on 'zh_CN'.
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