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Periodica · WPE Baker 2.1.2
中文
WPE Baker 2.1.2 · 放宽几处过严的限制
WPE Baker 将 Wallpaper Engine 场景中的周期动画生成首尾衔接的视频循环,时钟、音乐响应等实时内容可以继续保留在场景中。2.1.2 放宽了几处过严的限制。
2.1.2 的变化
- 预计不省电的壁纸现在也可以生成:在“高级”里勾选“预计不省电也生成”,重新分析后即可生成。
- 保存的设置可以载入到别的壁纸上使用。
- 生成前要求的磁盘剩余空间减少 8 GB。
- 载入已有输出时,生成成功的结果都可以应用到 Wallpaper Engine。
compare:功耗降幅达到 10% 即判定为更省电。- 项目地址改为 github.com/isshiki-works/wallpaper-engine-baker,旧地址会自动跳转。
2.1.1 的变化
- 修复带骨骼动画和遮罩的场景在分析时崩溃的问题。489 张回归壁纸中有 7 张受影响,现在都可以正常分析;其他场景的渲染结果不变。
- 图层很多的场景分析更快:设备枚举、脚本扫描和按图层的查找在一次分析中只做一次。一张 531 层的壁纸在同一台机器上的分析时间由 400 秒缩短到 288 秒,生成方案不变。
- 修复
compare在部分高刷新屏上失效的问题。
2.1 · 提高渲染效率
2.1 改进了分析、预览和生成所共用的渲染路径。
- 按实际变化更新资源,减少重复查找、变换计算和着色器检查。
- 复用着色器反射结果,减少绘制管线键的重复构造。
- 绘制时跳过重复的 Vulkan 状态绑定。
- 快照拷贝只拷贝图层覆盖区域。
- 文本图层效果不再自拷贝。
- 静态渲染结果跨帧复用(受影响场景显存约增加 100–130 MB)。
- 脚本运行时使用基于实际运行数据的编译优化与专用分配器,链接时优化也覆盖整个引擎。作者脚本、回调行为和浮点精度保持原有语义。
- 修复
compare在当前版本 Wallpaper Engine 上得不出结论的问题:官方查询返回空时,改用功耗、显示帧和壁纸分配记录判断。 - 便携包与源码包包含更新后的渲染器、完整依赖源码和许可、优化所用的配置数据,以及相互对应的原生构建记录。
渲染吞吐实测
在 RTX 5090 与 Intel Arc B390 上,对 12 张壁纸在 1920×1080 与 3840×2160 分辨率下共 24 个场景(60 FPS 模拟步长)按 2.0.0/2.1.0/2.1.0/2.0.0 交替测试。24 个场景相对 2.0.0 的整帧渲染吞吐中位提升:RTX 5090 为 2.00x(+100.2%,范围 1.44x–2.87x),Intel Arc B390 为 1.58x(+58.3%,范围 1.15x–2.49x)。代表场景实测如下:
| 场景 | 分辨率 | RTX 5090 (2.0.0 → 2.1.0) | Arc B390 (2.0.0 → 2.1.0) |
|---|---|---|---|
| Saturn(3589454154) | 1080p | 172.34 → 495.04 FPS (2.87x) | 34.34 → 85.37 FPS (2.49x) |
| Saturn(3589454154) | 4K | 126.79 → 346.95 FPS (2.74x) | 31.44 → 75.88 FPS (2.41x) |
| Atri(3669681034) | 1080p | 733.83 → 1383.92 FPS (1.89x) | 145.92 → 195.93 FPS (1.34x) |
| Atri(3669681034) | 4K | 292.60 → 650.03 FPS (2.22x) | 103.67 → 163.54 FPS (1.58x) |
| Live Solar System(3662790108) | 1080p | 151.90 → 298.71 FPS (1.97x) | 46.53 → 73.88 FPS (1.59x) |
| Live Solar System(3662790108) | 4K | 112.36 → 233.41 FPS (2.08x) | 33.68 → 58.85 FPS (1.75x) |
| Cyberpunk 2077 — Night City(3691570025) | 1080p | 534.06 → 940.84 FPS (1.76x) | 161.10 → 271.85 FPS (1.69x) |
| Cyberpunk 2077 — Night City(3691570025) | 4K | 248.93 → 530.06 FPS (2.13x) | 96.66 → 203.07 FPS (2.10x) |
安装
将 WpeBaker-2.1.2-win-x64.zip 完整解压到有写入权限的目录,运行 WpeBaker.exe。需要 Windows 10/11 x64、Wallpaper Engine(Steam 版)和支持 Vulkan 的显卡,无需另装 .NET、Python 或 FFmpeg。分析、生成、预览、应用与导出沿用现有流程,保留的实时图层继续由 Wallpaper Engine 运行。
对应的 WpeBaker-2.1.2-source.zip 包含依赖源码、许可声明、准确对应的原生构建记录和 REBUILD.md。两份压缩包需一起提供,SHA256 见 SHA256SUMS.txt。应用与开发脚本使用 MIT 许可,离线渲染器使用 GPL-2.0,附带依赖保留各自的许可。
English
WPE Baker 2.1.2 · Fewer overly strict limits
WPE Baker turns repeating animation in Wallpaper Engine scenes into seamless video loops, while clocks, music response and other live content can continue running in the scene. Version 2.1.2 relaxes several limits that were stricter than they needed to be.
Changes in 2.1.2
- Wallpapers that are not expected to save power can now be generated: tick “Generate even when no power saving is expected” under Advanced, then analyze again.
- Saved settings can be loaded for a different wallpaper.
- Generation needs 8 GB less free disk space before it starts.
- When loading existing output, every successfully generated result can be applied to Wallpaper Engine.
compare: a power reduction of 10% or more now counts as a saving.- The project has moved to github.com/isshiki-works/wallpaper-engine-baker; the old address redirects.
Changes in 2.1.1
- Fixed a crash during analysis of scenes that combine skeletal animation with masks. Seven of the 489 regression wallpapers were affected; all of them now analyze normally. Rendering of other scenes is unchanged.
- Scenes with many layers analyze faster: device enumeration, script scanning and per-layer lookups now run once per analysis. On the same machine, analysis of a 531-layer wallpaper drops from 400 to 288 seconds with an identical plan.
- Fixed
comparefailing on some high-refresh displays.
2.1 · More efficient rendering
Version 2.1 improves the shared renderer paths used during analysis, previews and generation.
- Resource updates follow actual changes, with fewer repeated lookups, transformations and shader checks.
- Shader reflection is reused and pipeline keys are assembled with less repeated work.
- Drawing skips redundant Vulkan state bindings.
- Snapshot copies only copy the area covered by the layer.
- Text layer effects no longer copy onto themselves.
- Static rendering results are reused across frames (adding about 100–130 MB of VRAM on affected scenes).
- The script runtime uses profile-guided optimization and a dedicated allocator; link-time optimization also covers the engine. Author scripts and callbacks keep their original behavior and floating-point precision.
- Fixed
comparereaching no verdict on current Wallpaper Engine builds: when the official query returns nothing, it now decides from power, displayed frames and the wallpaper assignment record. - Portable and source packages include the updated renderer, complete dependency sources and licenses, the optimization profile and matching native build records.
Measured rendering throughput
Across 24 scenes (12 wallpapers at 1920×1080 and 3840×2160, 60 FPS simulation step) tested in alternating 2.0.0 / 2.1.0 / 2.1.0 / 2.0.0 order, median whole-frame rendering throughput vs. 2.0.0 improves by 2.00x (+100.2%, range 1.44x–2.87x) on RTX 5090 and 1.58x (+58.3%, range 1.15x–2.49x) on Intel Arc B390. Representative scenes:
| Scene | Resolution | RTX 5090 (2.0.0 → 2.1.0) | Arc B390 (2.0.0 → 2.1.0) |
|---|---|---|---|
| Saturn (3589454154) | 1080p | 172.34 → 495.04 FPS (2.87x) | 34.34 → 85.37 FPS (2.49x) |
| Saturn (3589454154) | 4K | 126.79 → 346.95 FPS (2.74x) | 31.44 → 75.88 FPS (2.41x) |
| Atri (3669681034) | 1080p | 733.83 → 1383.92 FPS (1.89x) | 145.92 → 195.93 FPS (1.34x) |
| Atri (3669681034) | 4K | 292.60 → 650.03 FPS (2.22x) | 103.67 → 163.54 FPS (1.58x) |
| Live Solar System (3662790108) | 1080p | 151.90 → 298.71 FPS (1.97x) | 46.53 → 73.88 FPS (1.59x) |
| Live Solar System (3662790108) | 4K | 112.36 → 233.41 FPS (2.08x) | 33.68 → 58.85 FPS (1.75x) |
| Cyberpunk 2077 — Night City (3691570025) | 1080p | 534.06 → 940.84 FPS (1.76x) | 161.10 → 271.85 FPS (1.69x) |
| Cyberpunk 2077 — Night City (3691570025) | 4K | 248.93 → 530.06 FPS (2.13x) | 96.66 → 203.07 FPS (2.10x) |
Installation
Extract the complete WpeBaker-2.1.2-win-x64.zip archive into a writable folder and run WpeBaker.exe. Windows 10/11 x64, Wallpaper Engine from Steam and a Vulkan-capable GPU are required. .NET, Python and FFmpeg do not need to be installed separately. Analysis, generation, preview, apply and export use the existing workflow; retained live layers continue to run in Wallpaper Engine.
The matching WpeBaker-2.1.2-source.zip contains dependency sources, notices, exact native build records and REBUILD.md. Distribute both archives together; their SHA256 values are listed in SHA256SUMS.txt. The application and developer scripts use MIT; the offline renderer uses GPL-2.0, and bundled dependencies retain their own licenses.
Periodica · WPE Baker 2.1.1
中文
WPE Baker 2.1.1 · 修复渲染器崩溃,分析更快
WPE Baker 将 Wallpaper Engine 场景中的周期动画生成首尾衔接的视频循环,时钟、音乐响应等实时内容可以继续保留在场景中。2.1.1 修复 2.1.0 中的一处渲染器崩溃,并加快图层较多的场景的分析。
2.1.1 的变化
- 修复带骨骼动画和遮罩的场景在分析时崩溃的问题。489 张回归壁纸中有 7 张受影响,现在都可以正常分析;其他场景的渲染结果不变。
- 图层很多的场景分析更快:设备枚举、脚本扫描和按图层的查找在一次分析中只做一次。一张 531 层的壁纸在同一台机器上的分析时间由 400 秒缩短到 288 秒,生成方案不变。
- 修复
compare在部分高刷新屏上失效的问题。
2.1 · 提高渲染效率
2.1 改进了分析、预览和生成所共用的渲染路径。
- 按实际变化更新资源,减少重复查找、变换计算和着色器检查。
- 复用着色器反射结果,减少绘制管线键的重复构造。
- 绘制时跳过重复的 Vulkan 状态绑定。
- 快照拷贝只拷贝图层覆盖区域。
- 文本图层效果不再自拷贝。
- 静态渲染结果跨帧复用(受影响场景显存约增加 100–130 MB)。
- 脚本运行时使用基于实际运行数据的编译优化与专用分配器,链接时优化也覆盖整个引擎。作者脚本、回调行为和浮点精度保持原有语义。
- 修复
compare在当前版本 Wallpaper Engine 上得不出结论的问题:官方查询返回空时,改用功耗、显示帧和壁纸分配记录判断。 - 便携包与源码包包含更新后的渲染器、完整依赖源码和许可、优化所用的配置数据,以及相互对应的原生构建记录。
渲染吞吐实测
在 RTX 5090 与 Intel Arc B390 上,对 12 张壁纸在 1920×1080 与 3840×2160 分辨率下共 24 个场景(60 FPS 模拟步长)按 2.0.0/2.1.0/2.1.0/2.0.0 交替测试。24 个场景相对 2.0.0 的整帧渲染吞吐中位提升:RTX 5090 为 2.00x(+100.2%,范围 1.44x–2.87x),Intel Arc B390 为 1.58x(+58.3%,范围 1.15x–2.49x)。代表场景实测如下:
| 场景 | 分辨率 | RTX 5090 (2.0.0 → 2.1.0) | Arc B390 (2.0.0 → 2.1.0) |
|---|---|---|---|
| Saturn(3589454154) | 1080p | 172.34 → 495.04 FPS (2.87x) | 34.34 → 85.37 FPS (2.49x) |
| Saturn(3589454154) | 4K | 126.79 → 346.95 FPS (2.74x) | 31.44 → 75.88 FPS (2.41x) |
| Atri(3669681034) | 1080p | 733.83 → 1383.92 FPS (1.89x) | 145.92 → 195.93 FPS (1.34x) |
| Atri(3669681034) | 4K | 292.60 → 650.03 FPS (2.22x) | 103.67 → 163.54 FPS (1.58x) |
| Live Solar System(3662790108) | 1080p | 151.90 → 298.71 FPS (1.97x) | 46.53 → 73.88 FPS (1.59x) |
| Live Solar System(3662790108) | 4K | 112.36 → 233.41 FPS (2.08x) | 33.68 → 58.85 FPS (1.75x) |
| Cyberpunk 2077 — Night City(3691570025) | 1080p | 534.06 → 940.84 FPS (1.76x) | 161.10 → 271.85 FPS (1.69x) |
| Cyberpunk 2077 — Night City(3691570025) | 4K | 248.93 → 530.06 FPS (2.13x) | 96.66 → 203.07 FPS (2.10x) |
安装
将 WpeBaker-2.1.1-win-x64.zip 完整解压到有写入权限的目录,运行 WpeBaker.exe。需要 Windows 10/11 x64、Wallpaper Engine(Steam 版)和支持 Vulkan 的显卡,无需另装 .NET、Python 或 FFmpeg。分析、生成、预览、应用与导出沿用现有流程,保留的实时图层继续由 Wallpaper Engine 运行。
对应的 WpeBaker-2.1.1-source.zip 包含依赖源码、许可声明、准确对应的原生构建记录和 REBUILD.md。两份压缩包需一起提供,SHA256 见 SHA256SUMS.txt。应用与开发脚本使用 MIT 许可,离线渲染器使用 GPL-2.0,附带依赖保留各自的许可。
English
WPE Baker 2.1.1 · Renderer crash fix and faster analysis
WPE Baker turns repeating animation in Wallpaper Engine scenes into seamless video loops, while clocks, music response and other live content can continue running in the scene. Version 2.1.1 fixes a renderer crash in 2.1.0 and speeds up analysis of scenes with many layers.
Changes in 2.1.1
- Fixed a crash during analysis of scenes that combine skeletal animation with masks. Seven of the 489 regression wallpapers were affected; all of them now analyze normally. Rendering of other scenes is unchanged.
- Scenes with many layers analyze faster: device enumeration, script scanning and per-layer lookups now run once per analysis. On the same machine, analysis of a 531-layer wallpaper drops from 400 to 288 seconds with an identical plan.
- Fixed
comparefailing on some high-refresh displays.
2.1 · More efficient rendering
Version 2.1 improves the shared renderer paths used during analysis, previews and generation.
- Resource updates follow actual changes, with fewer repeated lookups, transformations and shader checks.
- Shader reflection is reused and pipeline keys are assembled with less repeated work.
- Drawing skips redundant Vulkan state bindings.
- Snapshot copies only copy the area covered by the layer.
- Text layer effects no longer copy onto themselves.
- Static rendering results are reused across frames (adding about 100–130 MB of VRAM on affected scenes).
- The script runtime uses profile-guided optimization and a dedicated allocator; link-time optimization also covers the engine. Author scripts and callbacks keep their original behavior and floating-point precision.
- Fixed
comparereaching no verdict on current Wallpaper Engine builds: when the official query returns nothing, it now decides from power, displayed frames and the wallpaper assignment record. - Portable and source packages include the updated renderer, complete dependency sources and licenses, the optimization profile and matching native build records.
Measured rendering throughput
Across 24 scenes (12 wallpapers at 1920×1080 and 3840×2160, 60 FPS simulation step) tested in alternating 2.0.0 / 2.1.0 / 2.1.0 / 2.0.0 order, median whole-frame rendering throughput vs. 2.0.0 improves by 2.00x (+100.2%, range 1.44x–2.87x) on RTX 5090 and 1.58x (+58.3%, range 1.15x–2.49x) on Intel Arc B390. Representative scenes:
| Scene | Resolution | RTX 5090 (2.0.0 → 2.1.0) | Arc B390 (2.0.0 → 2.1.0) |
|---|---|---|---|
| Saturn (3589454154) | 1080p | 172.34 → 495.04 FPS (2.87x) | 34.34 → 85.37 FPS (2.49x) |
| Saturn (3589454154) | 4K | 126.79 → 346.95 FPS (2.74x) | 31.44 → 75.88 FPS (2.41x) |
| Atri (3669681034) | 1080p | 733.83 → 1383.92 FPS (1.89x) | 145.92 → 195.93 FPS (1.34x) |
| Atri (3669681034) | 4K | 292.60 → 650.03 FPS (2.22x) | 103.67 → 163.54 FPS (1.58x) |
| Live Solar System (3662790108) | 1080p | 151.90 → 298.71 FPS (1.97x) | 46.53 → 73.88 FPS (1.59x) |
| Live Solar System (3662790108) | 4K | 112.36 → 233.41 FPS (2.08x) | 33.68 → 58.85 FPS (1.75x) |
| Cyberpunk 2077 — Night City (3691570025) | 1080p | 534.06 → 940.84 FPS (1.76x) | 161.10 → 271.85 FPS (1.69x) |
| Cyberpunk 2077 — Night City (3691570025) | 4K | 248.93 → 530.06 FPS (2.13x) | 96.66 → 203.07 FPS (2.10x) |
Installation
Extract the complete WpeBaker-2.1.1-win-x64.zip archive into a writable folder and run WpeBaker.exe. Windows 10/11 x64, Wallpaper Engine from Steam and a Vulkan-capable GPU are required. .NET, Python and FFmpeg do not need to be installed separately. Analysis, generation, preview, apply and export use the existing workflow; retained live layers continue to run in Wallpaper Engine.
The matching WpeBaker-2.1.1-source.zip contains dependency sources, notices, exact native build records and REBUILD.md. Distribute both archives together; their SHA256 values are listed in SHA256SUMS.txt. The application and developer scripts use MIT; the offline renderer uses GPL-2.0, and bundled dependencies retain their own licenses.
Periodica · WPE Baker 2.1.0
中文
WPE Baker 2.1 · 提高渲染效率
WPE Baker 将 Wallpaper Engine 场景中的周期动画生成首尾衔接的视频循环,时钟、音乐响应等实时内容可以继续保留在场景中。2.1 改进了分析、预览和生成所共用的渲染路径。
- 按实际变化更新资源,减少重复查找、变换计算和着色器检查。
- 复用着色器反射结果,减少绘制管线键的重复构造。
- 绘制时跳过重复的 Vulkan 状态绑定。
- 快照拷贝只拷贝图层覆盖区域。
- 文本图层效果不再自拷贝。
- 静态渲染结果跨帧复用(受影响场景显存约增加 100–130 MB)。
- 脚本运行时使用基于实际运行数据的编译优化与专用分配器,链接时优化也覆盖整个引擎。作者脚本、回调行为和浮点精度保持原有语义。
- 修复
compare在当前版本 Wallpaper Engine 上得不出结论的问题:官方查询返回空时,改用功耗、显示帧和壁纸分配记录判断。 - 便携包与源码包包含更新后的渲染器、完整依赖源码和许可、优化所用的配置数据,以及相互对应的原生构建记录。
渲染吞吐实测
在 RTX 5090 与 Intel Arc B390 上,对 12 张壁纸在 1920×1080 与 3840×2160 分辨率下共 24 个场景(60 FPS 模拟步长)按 2.0.0/2.1.0/2.1.0/2.0.0 交替测试。24 个场景相对 2.0.0 的整帧渲染吞吐中位提升:RTX 5090 为 2.00x(+100.2%,范围 1.44x–2.87x),Intel Arc B390 为 1.58x(+58.3%,范围 1.15x–2.49x)。代表场景实测如下:
| 场景 | 分辨率 | RTX 5090 (2.0.0 → 2.1.0) | Arc B390 (2.0.0 → 2.1.0) |
|---|---|---|---|
| Saturn(3589454154) | 1080p | 172.34 → 495.04 FPS (2.87x) | 34.34 → 85.37 FPS (2.49x) |
| Saturn(3589454154) | 4K | 126.79 → 346.95 FPS (2.74x) | 31.44 → 75.88 FPS (2.41x) |
| Atri(3669681034) | 1080p | 733.83 → 1383.92 FPS (1.89x) | 145.92 → 195.93 FPS (1.34x) |
| Atri(3669681034) | 4K | 292.60 → 650.03 FPS (2.22x) | 103.67 → 163.54 FPS (1.58x) |
| Live Solar System(3662790108) | 1080p | 151.90 → 298.71 FPS (1.97x) | 46.53 → 73.88 FPS (1.59x) |
| Live Solar System(3662790108) | 4K | 112.36 → 233.41 FPS (2.08x) | 33.68 → 58.85 FPS (1.75x) |
| Cyberpunk 2077 — Night City(3691570025) | 1080p | 534.06 → 940.84 FPS (1.76x) | 161.10 → 271.85 FPS (1.69x) |
| Cyberpunk 2077 — Night City(3691570025) | 4K | 248.93 → 530.06 FPS (2.13x) | 96.66 → 203.07 FPS (2.10x) |
以上按平均整帧渲染耗时计算吞吐量,不包含分析、编码或导出时间。静态渲染结果跨帧复用会增加显存占用,受影响场景约多 100–130 MB。实际收益随场景和硬件而变化。
安装
将 WpeBaker-2.1.0-win-x64.zip 完整解压到有写入权限的目录,运行 WpeBaker.exe。需要 Windows 10/11 x64、Wallpaper Engine(Steam 版)和支持 Vulkan 的显卡,无需另装 .NET、Python 或 FFmpeg。分析、生成、预览、应用与导出沿用现有流程,保留的实时图层继续由 Wallpaper Engine 运行。
对应的 WpeBaker-2.1.0-source.zip 包含依赖源码、许可声明、准确对应的原生构建记录和 REBUILD.md。两份压缩包需一起提供,SHA256 见 SHA256SUMS.txt。应用与开发脚本使用 MIT 许可,离线渲染器使用 GPL-2.0,附带依赖保留各自的许可。
English
WPE Baker 2.1 · More efficient rendering
WPE Baker turns repeating animation in Wallpaper Engine scenes into seamless video loops, while clocks, music response and other live content can continue running in the scene. Version 2.1 improves the shared renderer paths used during analysis, previews and generation.
- Resource updates follow actual changes, with fewer repeated lookups, transformations and shader checks.
- Shader reflection is reused and pipeline keys are assembled with less repeated work.
- Drawing skips redundant Vulkan state bindings.
- Snapshot copies only copy the area covered by the layer.
- Text layer effects no longer copy onto themselves.
- Static rendering results are reused across frames (adding about 100–130 MB of VRAM on affected scenes).
- The script runtime uses profile-guided optimization and a dedicated allocator; link-time optimization also covers the engine. Author scripts and callbacks keep their original behavior and floating-point precision.
- Fixed
comparereaching no verdict on current Wallpaper Engine builds: when the official query returns nothing, it now decides from power, displayed frames and the wallpaper assignment record. - Portable and source packages include the updated renderer, complete dependency sources and licenses, the optimization profile and matching native build records.
Measured rendering throughput
Across 24 scenes (12 wallpapers at 1920×1080 and 3840×2160, 60 FPS simulation step) tested in alternating 2.0.0 / 2.1.0 / 2.1.0 / 2.0.0 order, median whole-frame rendering throughput vs. 2.0.0 improves by 2.00x (+100.2%, range 1.44x–2.87x) on RTX 5090 and 1.58x (+58.3%, range 1.15x–2.49x) on Intel Arc B390. Representative scenes:
| Scene | Resolution | RTX 5090 (2.0.0 → 2.1.0) | Arc B390 (2.0.0 → 2.1.0) |
|---|---|---|---|
| Saturn (3589454154) | 1080p | 172.34 → 495.04 FPS (2.87x) | 34.34 → 85.37 FPS (2.49x) |
| Saturn (3589454154) | 4K | 126.79 → 346.95 FPS (2.74x) | 31.44 → 75.88 FPS (2.41x) |
| Atri (3669681034) | 1080p | 733.83 → 1383.92 FPS (1.89x) | 145.92 → 195.93 FPS (1.34x) |
| Atri (3669681034) | 4K | 292.60 → 650.03 FPS (2.22x) | 103.67 → 163.54 FPS (1.58x) |
| Live Solar System (3662790108) | 1080p | 151.90 → 298.71 FPS (1.97x) | 46.53 → 73.88 FPS (1.59x) |
| Live Solar System (3662790108) | 4K | 112.36 → 233.41 FPS (2.08x) | 33.68 → 58.85 FPS (1.75x) |
| Cyberpunk 2077 — Night City (3691570025) | 1080p | 534.06 → 940.84 FPS (1.76x) | 161.10 → 271.85 FPS (1.69x) |
| Cyberpunk 2077 — Night City (3691570025) | 4K | 248.93 → 530.06 FPS (2.13x) | 96.66 → 203.07 FPS (2.10x) |
Throughput above is calculated from mean whole-frame rendering time and does not include analysis, encoding or export. Reusing static rendering results across frames increases VRAM usage by about 100–130 MB on affected scenes. Actual gains vary by scene and hardware.
Installation
Extract the complete WpeBaker-2.1.0-win-x64.zip archive into a writable folder and run WpeBaker.exe. Windows 10/11 x64, Wallpaper Engine from Steam and a Vulkan-capable GPU are required. .NET, Python and FFmpeg do not need to be installed separately. Analysis, generation, preview, apply and export use the existing workflow; retained live layers continue to run in Wallpaper Engine.
The matching WpeBaker-2.1.0-source.zip contains dependency sources, notices, exact native build records and REBUILD.md. Distribute both archives together; their SHA256 values are listed in SHA256SUMS.txt. The application and developer scripts use MIT; the offline renderer uses GPL-2.0, and bundled dependencies retain their own licenses.
Periodica · WPE Baker 2.0.0
更新说明:移除了codex腔(大部分)
中文
Periodica 分析 Wallpaper Engine 场景,通过数学建模协调其中可烘焙动画的周期,让画面形成首尾衔接的循环,再以视频形式播放。时钟、音乐响应等实时内容可以继续保留,在维持动态画面效果的同时,减少重复渲染的开销。它的首个应用是面向 Wallpaper Engine 的 WPE Baker。
2.0 · 性能更新
- 用着色器分析取代旧版方程库。 沿编译后的 SPIR-V 追踪时间,并将作者脚本纳入分析,寻找动画周期与能够局部调整的参数。
- 独立的动画,分别协调。 彼此独立的视频组按各自的周期循环,烘焙结果与原场景的透明度、混合顺序和 HDR 效果一起合成。
- 重构离线渲染与烘焙流程。 拆分模拟、绘制与采样,减少画面回读、无损中间视频和重复编码。
- 重新设计的液态玻璃界面。 当前壁纸、输出设置和任务队列集中在同一窗口;预览直接从场景渲染,不再放大小尺寸封面。
- 修复切换源文件后的缓存对应、临时目录清理、取消生成、报告重名和重新规划路径等问题。
Intel Arc B390 上,亚托莉以默认属性、平衡精度、3072×1920 / 60 FPS 完整生成 15,456 帧,用时约 4 分 55 秒。AMD 雷欧及 NVIDIA 亚托莉、绫波丽案例也完成了实际生成验证。
为离线生成重新设计渲染流程
Periodica 在 open-wallpaper-engine 的基础上,重构了场景执行与 Vulkan 离线渲染流程。着色器、脚本、粒子和视频按确定的时间步推进,模拟、绘制与采样分别调度:预热不再反复读回随后丢弃的画面,起点搜索只绘制需要比较的帧,独立的视频组按各自的周期生成。
旧版烘焙过程中,透明画面需要经过整帧回读、CPU 扫描、无损母版和二次编码。2.0 将裁剪、透明度处理与循环淡化接入 GPU 流程,再直接送入硬件编码器,减少数据往返、中间文件和重复计算。性能提升来自整条生成流程的改造。
在 RTX 5090 D v2 的同场景对照中,4K 完整烘焙耗时由约 15 分钟缩短至 36 秒,提速约 25 倍。另一项 4K 长场景测试中,从分析到生成达到 3.5 倍实时,约 3 分钟完成 10 分钟的 4K 60 FPS 动画。
实测功耗
原作与成品均以 3072×1920 输出,在官方 Wallpaper Engine 中播放。Intel Arc B390 笔记本接电,按 A/B/B/A 顺序每段采样 20 秒。
| 壁纸 | 帧率 | 核显:原作 → 成品 | CPU 封装:原作 → 成品 |
|---|---|---|---|
| 亚托莉 | 60 FPS | 8.50 → 0.30 W | 16.53 → 9.33 W |
| 亚托莉 | 165 FPS | 25.55 → 2.19 W | 37.67 → 12.84 W |
| 绫波丽 | 120 FPS | 8.75 → 1.97 W | 18.62 → 13.72 W |
下载与使用
下载 WpeBaker-2.0.0-win-x64.zip,完整解压,运行 WpeBaker/WpeBaker.exe。选择当前壁纸或拖入场景,分析后即可生成、预览和应用。
需要 Windows 10/11 x64、Wallpaper Engine 和支持 Vulkan 的显卡。旧版本保存的方案请用 2.0 重新分析。对应源码、依赖许可与构建记录在 WpeBaker-2.0.0-source.zip,重建步骤见其中的 REBUILD.md。
English
Periodica analyzes animation in Wallpaper Engine scenes, coordinates its periods into seamless loops, and renders those loops as video. Clocks, music response and other live content can remain in the scene, reducing repeated rendering while preserving the animated wallpaper. Its first application is WPE Baker for Wallpaper Engine.
2.0 · Performance update
- Shader analysis replaces the old equation library. Periodica follows time through compiled SPIR-V and author scripts to find animation periods and parameters it can adjust locally.
- Independent animations get their own loops. Separate video groups repeat at their own intervals, with transparency, blending and HDR handled when they are placed back into the scene.
- A reworked offline rendering and baking pipeline. Separate simulation, drawing and sampling, with fewer frame readbacks, lossless intermediate videos and repeated encoding passes.
- A redesigned liquid glass interface. Current wallpaper selection, output settings and the task queue share one window. Previews are rendered from the scene instead of enlarging its thumbnail.
- Fixes cover cache identity after source changes, temporary-file cleanup, cancellation, report-name conflicts and replanning paths.
On Intel Arc B390, the full Atri example generated 15,456 frames at 3072×1920 / 60 FPS in about 4 min 55 s, using default properties and Balanced precision. Full Leo generation on AMD and Atri/Rei generation on NVIDIA were also verified.
Redesigning the rendering pipeline for offline generation
Building on open-wallpaper-engine, Periodica reworks scene execution and the Vulkan offline rendering pipeline. Shaders, scripts, particles and video advance in deterministic time steps, with simulation, drawing and sampling scheduled separately. Warm-up no longer reads back images that will be discarded, loop-start searches draw only the frames needed for comparison, and independent video groups are generated at their own periods.
In the previous baking pipeline, transparent frames passed through full-frame readback, CPU scanning, lossless intermediate video and a second encoding pass. Version 2.0 moves cropping, transparency processing and loop crossfades into the GPU pipeline, then feeds the result directly to the hardware encoder. Fewer data transfers, intermediate files and repeated computations make the entire generation process faster.
In a same-scene comparison on an RTX 5090 D v2, full 4K baking time fell from about 15 minutes to 36 seconds, a roughly 25-fold speedup. A separate long-scene 4K test reached 3.5 times real-time speed from analysis through generation, producing 10 minutes of 4K 60 FPS animation in about 3 minutes.
Measured playback power
Original and baked output at 3072×1920 in the official Wallpaper Engine player. Intel Arc B390 laptop on AC power; A/B/B/A order, 20 seconds per segment.
| Wallpaper | Frame rate | iGPU: original → baked | CPU package: original → baked |
|---|---|---|---|
| Atri | 60 FPS | 8.50 → 0.30 W | 16.53 → 9.33 W |
| Atri | 165 FPS | 25.55 → 2.19 W | 37.67 → 12.84 W |
| Ayanami Rei | 120 FPS | 8.75 → 1.97 W | 18.62 → 13.72 W |
Downloads
Download WpeBaker-2.0.0-win-x64.zip, extract the whole archive and run WpeBaker/WpeBaker.exe. Choose the current wallpaper or drop in a scene, then analyze, generate and apply the result.
Requires Windows 10/11 x64, Wallpaper Engine and a Vulkan-capable GPU. Re-analyze older saved plans with 2.0. The matching WpeBaker-2.0.0-source.zip includes source code, dependency licenses and build records; see REBUILD.md inside.
Periodica · WPE Baker 2.0.0-rc.1
更新说明:移除了codex腔(大部分)
中文
Periodica 分析 Wallpaper Engine 场景,通过数学建模协调其中可烘焙动画的周期,让画面形成首尾衔接的循环,再以视频形式播放。时钟、音乐响应等实时内容可以继续保留,在维持动态画面效果的同时,减少重复渲染的开销。它的首个应用是面向 Wallpaper Engine 的 WPE Baker。
2.0 · 性能更新
- 用着色器分析取代旧版方程库。 沿编译后的 SPIR-V 追踪时间,并将作者脚本纳入分析,寻找动画周期与能够局部调整的参数。
- 独立的动画,分别协调。 彼此独立的视频组按各自的周期循环,烘焙结果与原场景的透明度、混合顺序和 HDR 效果一起合成。
- 减少生成等待。 在 GPU 上缩放后再回读,减少高分辨率原始帧搬运,并接通 Intel、AMD、NVIDIA 的硬件编码。
- 重新设计的液态玻璃界面。 当前壁纸、输出设置和任务队列集中在同一窗口;预览直接从场景渲染,不再放大小尺寸封面。
- 修复切换源文件后的缓存对应、临时目录清理、取消生成、报告重名和重新规划路径等问题。
Intel Arc B390 上,亚托莉以默认属性、平衡精度、3072×1920 / 60 FPS 完整生成 15,456 帧,用时约 4 分 55 秒。AMD 雷欧及 NVIDIA 亚托莉、绫波丽案例也完成了实际生成验证。
实测功耗
原作与成品均以 3072×1920 输出,在官方 Wallpaper Engine 中播放。Intel Arc B390 笔记本接电,按 A/B/B/A 顺序每段采样 20 秒。
| 壁纸 | 帧率 | 核显:原作 → 成品 | CPU 封装:原作 → 成品 |
|---|---|---|---|
| 亚托莉 | 60 FPS | 8.50 → 0.30 W | 16.53 → 9.33 W |
| 亚托莉 | 165 FPS | 25.55 → 2.19 W | 37.67 → 12.84 W |
| 绫波丽 | 120 FPS | 8.75 → 1.97 W | 18.62 → 13.72 W |
下载与使用
下载 WpeBaker-2.0.0-rc.1-win-x64.zip,完整解压,运行 WpeBaker/WpeBaker.exe。选择当前壁纸或拖入场景,分析后即可生成、预览和应用。
需要 Windows 10/11 x64、Wallpaper Engine 和支持 Vulkan 的显卡。旧版本保存的方案请用 2.0 重新分析。对应源码、依赖许可与构建记录在 WpeBaker-2.0.0-rc.1-source.zip,重建步骤见其中的 REBUILD.md。
English
Periodica analyzes animation in Wallpaper Engine scenes, coordinates its periods into seamless loops, and renders those loops as video. Clocks, music response and other live content can remain in the scene, reducing repeated rendering while preserving the animated wallpaper. Its first application is WPE Baker for Wallpaper Engine.
2.0 · Performance update
- Shader analysis replaces the old equation library. Periodica follows time through compiled SPIR-V and author scripts to find animation periods and parameters it can adjust locally.
- Independent animations get their own loops. Separate video groups repeat at their own intervals, with transparency, blending and HDR handled when they are placed back into the scene.
- Faster generation. Resizing on the GPU before readback reduces raw-frame transfers. Hardware encoding is available on Intel, AMD and NVIDIA GPUs.
- A redesigned liquid glass interface. Current wallpaper selection, output settings and the task queue share one window. Previews are rendered from the scene instead of enlarging its thumbnail.
- Fixes cover cache identity after source changes, temporary-file cleanup, cancellation, report-name conflicts and replanning paths.
On Intel Arc B390, the full Atri example generated 15,456 frames at 3072×1920 / 60 FPS in about 4 min 55 s, using default properties and Balanced precision. Full Leo generation on AMD and Atri/Rei generation on NVIDIA were also verified.
Measured playback power
Original and baked output at 3072×1920 in the official Wallpaper Engine player. Intel Arc B390 laptop on AC power; A/B/B/A order, 20 seconds per segment.
| Wallpaper | Frame rate | iGPU: original → baked | CPU package: original → baked |
|---|---|---|---|
| Atri | 60 FPS | 8.50 → 0.30 W | 16.53 → 9.33 W |
| Atri | 165 FPS | 25.55 → 2.19 W | 37.67 → 12.84 W |
| Ayanami Rei | 120 FPS | 8.75 → 1.97 W | 18.62 → 13.72 W |
Downloads
Download WpeBaker-2.0.0-rc.1-win-x64.zip, extract the whole archive and run WpeBaker/WpeBaker.exe. Choose the current wallpaper or drop in a scene, then analyze, generate and apply the result.
Requires Windows 10/11 x64, Wallpaper Engine and a Vulkan-capable GPU. Re-analyze older saved plans with 2.0. The matching WpeBaker-2.0.0-rc.1-source.zip includes source code, dependency licenses and build records; see REBUILD.md inside.
Periodica · WPE Baker 1.0.2
早期预览,已被新版本取代。 / Early preview, superseded by newer releases.
Two controls, one verdict, one admission check. 1.0.2 replaces the single preset with two independent settings and makes analysis and bake share the same admission check, so a scene the report calls ready is one the bake will render once, verify once, and either deliver or refuse. Nothing is re-rendered behind your back.
Website: https://isshiki-works.github.io/wpe-baker/ (English and 中文)
Downloads
| File | Size | SHA256 |
|---|---|---|
WpeBaker-1.0.2-win-x64.zip — portable app, no installer, no Python |
94,086,268 B | D63CFF85369C03717AE606176D42FA22E11290376386D63EEE83A4420EDE498B |
WpeBaker-1.0.2-source.zip — full source, third-party notices, build records |
126,525,572 B | 6A5374807FC72D94D3F29A1C8A7F2B88EEC795F68F3CC30A021F6AAAC141B411 |
Unzip, run WpeBaker\WpeBaker.exe, drag a Scene wallpaper folder in, click Analyze.
Assets re-uploaded 2026-09-19: license texts for vvk added, dependency-license notes updated, and the bundled README replaced with a short English / Chinese guide. Code is unchanged.
In this release
- Animation precision — efficiency 5 %, balanced 3 % (default), quality: the smallest change that still closes, capped at 600 s. The verdict names the budget applied.
- Interaction — keep, fixed view (default) or off. Off additionally drops pointer effects and sampled, costly full-screen audio effects. Clocks, dates, media text, FPS counters and background music stay live in every mode.
- One admission check. The loop-allocation verdict (particle stationarity, residual masking) runs during analysis; subtrees that must stay live are decided before the report says Ready to generate.
- No automatic re-render. A bake that fails is reported as failed with its reason; Retry stays available. Candidates are tried shortest first.
- Verified suggestions. When your settings do not close but another pair has actually been solved in the same run, the plan carries a
suggested_changeand the GUI applies it with one click. - At most four video groups in a layered layout; live widgets hoisted to the foreground.
- Analysis cache for re-analyzing the same wallpaper with different settings; analysis can be cancelled.
- Verdict panel. Four fixed states; Technical details is a table of numbers; a "Not included in this bake" card lists what was left out.
- Compatibility mode (
--keep-live on) reproduces the 1.0 analysis path byte for byte. - Amiya (3486806915), 1080p, balanced, fixed view: 8 min 44 s on an RTX 5090, seams passed, one attempt.
- 1,437 automated checks in the release build.
Command line: --interaction keep|fixed|off, --keep-live on|off, --measure-source on|off. Full details in the README.
中文说明
下载 WpeBaker-1.0.2-win-x64.zip,整个解压到有写入权限的目录,双击 WpeBaker\WpeBaker.exe(界面有中文)。第一次运行如果弹出"Windows 已保护你的电脑",点"更多信息"→"仍要运行"。把 steamapps\workshop\content\431960\ 下的壁纸文件夹拖进窗口,点"分析",再点"开始生成",成品会出现在 Wallpaper Engine 的壁纸列表里。
本版:动画精度(效率 / 平衡 / 质量,默认平衡)与交互处理(保留 / 固定视角 / 关闭,默认固定视角)两个选项;分析与生成共用同一套准入判定,失败不再自动重烘。问题反馈欢迎用中文开 issue,附上输出目录里的 plan.json、bake.json、显卡型号和创意工坊 id。使用说明见 README.zh-CN.md。
Licenses
MIT for the tooling, GPL-2.0 for the offline renderer (derived from open-wallpaper-engine); third-party notices and license texts ship in the source archive. vvk and wavsen are MIT OR Apache-2.0, confirmed by their author hypengw on 2026-09-18 (litocpp/vvk#3, hypengw/wavsen#5); both license texts ship in licenses\. Outputs are for personal use on your own machine; wallpaper artwork belongs to its Steam Workshop authors.
Credits
Built for the GPT-6 Astra Challenge. Engineering by GPT-6 Astra (OpenAI Codex); direction by isshiki.
The main branch is a snapshot of the release tree; scripts/dependency-patches/rstd.patch is stored as rstd.patch.xz there (GitHub's 100 MB limit) and unpacked automatically by apply-dependency-patches.py.
WPE Baker 1.0
早期预览,已被新版本取代。 / Early preview, superseded by newer releases.
Deterministic animation baking for Wallpaper Engine. WPE Baker is the first product built on Periodica: it models a scene's animation math, retunes the periods until everything closes into one loop, and pre-renders the deterministic part into a single video. Same look, decoded for almost nothing.
Measured in the official player (Intel Arc B390 laptop, A/B/B/A, RAPL iGPU rail): up to 96 % less power on baked scenes, trimmed mean −76 % across the outputs that met the bar; at 165 Hz Atri goes from 26.0 W to 3.9 W. Per-title tables are in the README.
Website: https://isshiki-works.github.io/wpe-baker/
Downloads
| File | Size | SHA256 |
|---|---|---|
WpeBaker-1.0-win-x64.zip — portable app, no installer, no Python |
94,127,697 B | 7E39715BBA24D9B9B9C92EF6760D081C9DD66D039467A637D3D0958F8F16D248 |
WpeBaker-1.0-source.zip — full source, third-party notices, build records |
126,563,701 B | 0E70265F232507A8280C168F0D1D78389C3B7533E8C6D7246A152D4392F36FE8 |
Unzip, run WpeBaker\WpeBaker.exe, drag a Scene wallpaper folder in, click Analyze.
In this release
- Three presets that bound how far any periodic component is retuned: efficiency 5 %, balanced 3 %, quality — the smallest change that still closes.
- Whole-frame, layered and effect-prefix routes; every output is verified past its loop point against the original's own motion.
- Optional pre-bake power measurement of the original, and one-click before/after measurement of the output.
- A tradeoff list that names the live features standing between a scene and a full-frame bake.
- Hardware-decode check of every output on the baking machine.
- Experimental: day/night state splitting (
--daytime-split on, command line).
Licenses
MIT for the tooling, GPL-2.0 for the offline renderer (derived from open-wallpaper-engine); third-party notices and license texts ship in the source archive. vvk and wavsen were later confirmed as MIT OR Apache-2.0 by their author (litocpp/vvk#3, hypengw/wavsen#5); 1.0.2 ships both license texts. Outputs are for personal use on your own machine; wallpaper artwork belongs to its Steam Workshop authors.
Credits
Built for the GPT-6 Astra Challenge. Engineering by GPT-6 Astra (OpenAI Codex); review, measurement and release by Claude; direction by isshiki.
The main branch is a snapshot of the release commit; scripts/dependency-patches/rstd.patch is stored as rstd.patch.xz there (GitHub's 100 MB limit) and unpacked automatically by apply-dependency-patches.py.