Technical requirements
Infinite Painter in version 7.2.x requires Android 9 or newer. In general, the application should work on any Android-compatible device, however on low-end devices the performance may be poor. At least 6 GB of RAM is recommended for satisfying experience.
A pressure-sensitive stylus is recommended.
Unsupported devices
There is a number of Android-compatible devices that are not supported by Google and on these device you cannot use Infinite Painter legally. This includes most of the devices of Huawei brand.
Infinite Painter app requires Play Protect certification of the device for installation. Most of the Android devices have this certification out of the box. However Google Play store may revoke the Play Protect certificate for given device if the system installed on this device has been customized or rooted.
The Pro version of Infinite Painter requires access to the Google Play store system from time to time to keep the paid features unlocked. See Free vs. Pro versions.
PNTR file
Overview
PNTR ("Painter Project Transfer File") is a special proprietary file format for transferring Infinite Painter projects between devices or for backup. This is the only export format that contains 100% of the project data.
Note that, internally, the projects are not stored in this format. PNTR file must be exported, and it will duplicate the original project data in an encapsulated form. For further use, the PNTR file must be imported into Infinite Painter, where a new project would be created from the data. The PNTR file cannot be directly opened.
In version 6.x Infinite Painter used the PNTR format to store the open projects, and these files should import correctly to newer versions.
Exporting
There are two ways to save (export) the project in the PNTR format:
From the Options menu / Export command with “Painter Project” option.
From the Project gallery, project options popup menu / Share command.
The second method allows to export the project without actually opening it, so a damaged project can be exported too.
Importing back to Infinite Painter
The correct way to open a PNTR file in Infinite Painter is to use New Project/from Image/Files option. Currently the PNTR files cannot be “opened” from the level of a file manager.
Specs
Technically, the PNTR file is ZIP archive containing a number of files and folders (that constitute the project). The PNTR, besides the complete data of the project (the canvas, the layers, settings etc.), may contain the Time-lapse recordingTime-lapse recordingA video recording depicting the creative process in Infinite Painter. The video shows only the canvas (not the interface) and it is accelerated to fit all the process to a preset duration. Time-lapse recording is recorded and saved per project.Learn more and the Project version historyProject version historyProject version history is a safety feature in Infinite Painter that stores a preset number of previous versions of the project. Each time the project is saved, the app does not overwrite the previous version, but keeps both. In case of a technical problem during saving or of a creative error, previous versions may be accessed and restored.Learn more archives (however these are optional and it is possible to export the project without the extra data).
The PNTR file can contain:
a regular project,
a pattern project, or
a challenge projects.
The type of the project is determined when the project is created and cannot be changed afterwards.
More about the project types in Project types.
The PNTR files are platform-independent (so a PNTR file exported on an Android device may be opened on an Apple iPad and vice-versa).
PNTR files cannot be opened in any third-party application at the moment.
A PNTR file should not be altered outside Infinite Painter as it may render the project unusable.
Technical specifications of Infinite Painter
Canvas size limits
Infinite Painter keeps the currently open project in the RAM (Random-access Memory) of the device. This guarantees the fastest access to all the project’s data but also produces a limitation: all the layers of the open project and all the assets used in it must fit into the currently available amount of RAM. The amount of free RAM is different for different devices and is not constant in time, as the system shares the memory between all simultaneously running processes. This means that the application must limit the size of the project in order to fit the available memory. There are also other system resources that may affect the size of the project.
The result is that it is not possible to specify the upper limit of the canvas size and the number of layers available for given canvas size: the numbers will be different for each particular device, and may even differ on the same device depending on the currently available resources.