Yuck, I was afraid something like that was going on (YRB->RGB, Oh My!).
Does anyone know of any lower-level hooks that would push a blend onto the video card? OpenGL and pixel shaders, and that kind of
thing?
I see a Matrox DSX suite that looks promising, but I shudder to think what it costs. For my app, specific hardware is OK, it's not
a mass-market project I'm building.
And for two simultaneous movies, I was running two instances of the Quicktime player (Windows, if that makes a difference).
Thanks, Bruce,
Chuck
-----Original Message-----
From:
quicktime-api-bounces+chuckb=email@hidden
[mailto:quicktime-api-bounces+chuckb=email@hidden.
com] On Behalf Of Bruce Wheaton
Sent: Friday, May 26, 2006 6:56 PM
To: QT-API
Subject: Re: Quicktime effects, HD, and frame rate
Play two of them? In what player? In Quicktime player, they
would be
running in a YUV colorspace, and being zapped right to the GPU and
converted to RGB as they're displayed (at no cost to the CPU).
A sad fact of Quicktime Effects is that they're RGB only. So your
movies are going through a costly YRB > RGB conversion, then having
the effects applied, then the greater mass of RGB pixels is being
pushed to the GPU.
Would that explain it?
Bruce Wheaton
On May 26, 2006, at 6:26 PM, Chuck Bueche wrote:
> Hi Folks,
>
> I've gotten my own effect up and running and am seeing a
really bad
> frame rate. I started with the Dimmer2EffectWindows sample (and
> eventually commented out *all* of the pixel-pushing in the
> EffectFilter* files).
>
> - My source media is 1264x720, 30 fps.
> - On my system I can play two of these simultaneously with no
> apparent performance hit (roughly 10 mbits/sec).
>
> Even the simplest effect (even a complete NOP applied to only one
> source, for that matter) causes the frame rate to drop to 15 fps
> or less.
>
> Is this simply due to moving a complete image around in
RAM, rather
> than changed pixels per frame? Is there something I've missed
> that would cause this?
>
> Thanks,
> Chuck Bueche
>
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