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#1 |
New Boot
Join Date: Dec 2008
Location: Munich, Germany
Posts: 23
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Realtime editing of native 5D2-MOVs with DIVIDE.FRAME GPUdecoder?
Hast anyone tried GPUdecoder from DIVIDE.FRAME yet?
DIVIDE FRAME: Software solutions for the broadcast industry It´s said to make realtime editing possible in VEGAS+PREMIERE (PC) by letting the GPU do the decoding. Sounds great, but some sources also report it only works when no effects/filters are applied. In the latter case, Premiere would switch to internal decoding. I´m using Vegas and don´t have a supported Nvidia card yet - so I would appreciate any input about GPUdecoder. It works only on Nvidia GPUs starting with the 8600 - only two 8800er models are not supported (no VideoDecoding onboard). Best Regards, Andreas |
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#2 |
New Boot
Join Date: Dec 2008
Location: Munich, Germany
Posts: 23
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GPUdecoder quite impressive!
Have tested the free trial version of GPUdecoder today - and must say i´m quite impressed.
I can only speak vor Vegas Pro 9.0a - where the decoding always takes place on the GPU, even when I apply plugins like color correction etc. - the way it should be. Editing is possible at full resolution and full 30fps with no plugin applied. When you apply plugins, it depends on the CPU-power of the machine. I can do fluid grading of the 5D2 files @ half resolution (960x540), on faster machines it might be possible in FullHD. This is becoming a really interesting solution, as my Vegas itself is not capaple of previewing more than 5-7 frames per second - so I had to use proxys all the time. With GPU decoder it´s possible to edit directly on the 5D2-MOVs, and grade with fluid preview at least at half resolution, which should be fair enough! Only when thing like USM come in, it the framerate drops to something around 20fps - but that might be better with faster CPUs like the i7. At 1/4-resolution, even USM and chroma blur etc. work - but that resolution won´t give us an impression of what´s happening. GPU decoder also improves rendering speed, as decoding is done inside the GPU and CPU power is saved for plugin processing. |
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#3 |
Inner Circle
Join Date: May 2006
Location: Camas, WA, USA
Posts: 5,513
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Andreas,
What GPU, CPU, OS and RAM size are you using?
__________________
Jon Fairhurst |
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#4 |
New Boot
Join Date: Dec 2008
Location: Munich, Germany
Posts: 23
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Nothing special:
Q6600 @ 2,4 or 3 Ghz (works fine @ 2,4 - renders bit faster @ 3) WinXP 32bit SP3 4GB Ram Nvidia 275 GTX However some cheaper (really cheap indeed!) Nvidia cards are clocked higher: The best deal is with GeForce 9800 GTX+ or GeForce GTS 250 (738Mhz) Only GPU clock and PCIe speed matter for GPU decoding... |
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#5 |
Inner Circle
Join Date: May 2006
Location: Camas, WA, USA
Posts: 5,513
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Aack! Those GPUs have fans! (as I cross myself and lunge for the garlic...)
As a builder of (near)silent PCs, I've always been able to avoid GPU and motherboard fans. Maybe my next build will need water cooling...
__________________
Jon Fairhurst |
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#6 |
New Boot
Join Date: Dec 2008
Location: Munich, Germany
Posts: 23
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You can take any card starting with the nvidia 8600er through 9xxx series to 2xx series and Quadro+ION.
Only two 8800er (GTS and ???) don´t support CUDA/PureVideo. You can use passive cooled models - but their performance doesn´t guarantee realtime decoding for crossfades. However: The very silent fan in my card doesn´t speed up like it does in games when the card is decoding... it stays more one the desktop side ... |
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#7 |
Major Player
Join Date: Dec 2008
Location: Canyon Country, CA
Posts: 445
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cs4
I tried the demo with Premiere Pro CS4 and it reports errors and won't load. Checking the Divide.Frame forum there seem to still be bugs for Premiere. There may be a problem with the latest NVIDIA driver. I'll check the forum now and then and if it looks like the program stabilizes I'll try it again. Seems like a good idea, I was wondering when someone would have a GPU product that would support the 5DII.
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