Hi Troy
Looking at your comp I noticed that as the Player window gets bigger
the Width and Height outputs from the Image Dimensions patch get
bigger and therefore small as the window is made bigger.
But the numbers don't seem to relate to any particular reference like
total screen width and height being equivalent to 1.000 or anything
like that.
What is rational of this dimensioning output? Does it bear any
relationship to normalised co-ordinates (where I though Width is
always 2 (and co-ordinates in the range [-1,1])?
On 04/06/2010, at 1:50 AM, Troy Koelling wrote:
If you do have the freedom to make one video (some do not) you
should have better luck with the Image Texturing Properties patch
than Cropping. Cropping requires us to create a copy of the sub-
region internally, whereas texturing properties should just play
with the GL commands to slide the image around.
<Image Texturing Properties - Split.qtz>
On Jun 3, 2010, at 8:29 AM, vade wrote:
Have you deduced what the actual performance bottleneck is? Playing
20 videos, or even one very high resolution, 60FPS movie can,
depending on your hardware, disk subsystem, and chosen codec, bring
a computer to its knees rather quickly
Have you done 'sanity tests' and made sure that these 20 movies
play alright in quicktime (all playing simultaneously?) and dont
drop frames. One thing to note is that the QC movie player ought to
be set to asynchronous for maximum performance (it can read ahead a
few frames and buffer rather than decode always just in time). Also
check GL profiler and look at your video memory usage while in QC,
as QC will be 'heavier' texture usage wise, and if you get into
territory where you are just near, or over your physical VRam, OS X
will begin to swap it out, making anything on the GPU terribly slow.
On Jun 3, 2010, at 10:39 AM, luca palmili wrote:
Hi,
I need to play 20 videos in my composition, each one in a separate
quad. If I use 20 sprites linked with 20 players, performance drop
down.
I tried to pre-render videos in one single video in high
resolution, use 'image crop' to crop multiple parts from it, and
then send the cropped images to 20 sprites, but I still got low FPS.
I tried also to write a custom plugin that render a simple quad
(following this example) and use UV coords to crop the high-res
video using glTexCoord() for each vertex: performance growed up a
bit, but I'm still under 60 FPS.
Is there another way to solve this kind of problem?
Thank you,
Luke
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