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  #41  
Old 23rd March 2010, 08:28 AM
Tschoepler Tschoepler is offline
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Originally Posted by bigfug View Post
Haven't really looked into x64 specifics, so not sure if putting 32-bit DLL's into system32 is a good idea or not. Perhaps try putting them into your Resolume directory instead?
so easy. this works just like a charme. for the moment I can say that all of the plugins I tested are working.
For you out there with UAC on. You can go to the security options for the Resolume install folder and add your user account to have full access. That way you don't have to turn off the UAC and don't have to run the batch with administrative rights or what not… HAVE FUN

THX bigfug! This wrapper made my day
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  #42  
Old 23rd March 2010, 02:38 PM
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werlin werlin is online now
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sorry my net connection has been down

well i finnally got around to transfer and try all this in win7...


1st off i ran into the same problem with the 2 dll's, i was going crazy before i realized i was in a x64 os, so not being system32 folder, i looked for the next best thing: "sysWOW64" folder (i'm not sure about the folder name but is something like that) that was just below it...


2nd i dont seem to have my previoulsy mentioned problem nearly as often (maybe a rundll/svchost/hardware error of some kind on my computer) but still the delay mask doesn't drop into layer/comp/clip fxlists


3rd i found another thing that's goes on, both on win7 and xp, some fx will have no effect when dropped into composition effects
they'll be there.. they dont crash... but dont render also
didn't make a list yet


4th on fps: i was on a core 2 duo 2.33ghz, 3gb ram, asus gforce8600, a raptor disk on win7 with no other stuff than the strictly needed to vj...

a single 1024'dxv clip will play on 80fps,
you drop a ff1 and it turns into 45fps,
one more to about 35 fps,
and another one will get you on the 24fps limit

strange thing is that, no matter how many fx, i didn't get below 5/6 fps

i know these are not well detailed stats but at least you get an idea of what's waiting
if you're big on fx probably a quad core ought to do it

Last edited by werlin; 23rd March 2010 at 04:37 PM.
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  #43  
Old 24th March 2010, 11:52 AM
Tschoepler Tschoepler is offline
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Originally Posted by werlin View Post
[…] 4th on fps: i was on a core 2 duo 2.33ghz, 3gb ram, asus gforce8600, a raptor disk on win7 with no other stuff than the strictly needed to vj...

a single 1024'dxv clip will play on 80fps,
you drop a ff1 and it turns into 45fps,
one more to about 35 fps,
and another one will get you on the 24fps limit […]
Same here. And only 1 CPU gets stressed. C2D E6850 3GHz.
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  #44  
Old 24th March 2010, 02:42 PM
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bigfug bigfug is online now
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Same here. And only 1 CPU gets stressed. C2D E6850 3GHz.
All OpenGL calls can only be made synchronously on a single thread. It is possible to call OpenGL from multiple threads, each having their own context, but only one context can be ever be active at any one time, effectively making the idea redundant (please correct me if I'm wrong!)

Normally this isn't really a limitation as the GPU processes its work in parallel using its many cores.

The problem for fugWrapperGL is that the plugin work is taking place on the CPU so, as the host FFGL (correctly) assumes that it's a FFGL plugin, there should be no need for CPU side multi-threading.

Throw as many cores as you like at it, I'm afraid unless the host application supports FF1.0 natively and makes provision for multiple thread processing it will only ever use a single CPU core.

There could be scope for putting threading into fugWrapperGL (i.e. take a 1024x768 input, break it up into four 512x384 images that are then processed by four threads each calling the FF1.0 plugin), but before you get excited, it would only work properly for certain effects.

Something like PeteLumaCycle or PeteChromium would work as the effect takes the form:

Output Pixel = Input Pixel + Effect

But a vast number of plugins would produce weird results. PeteFishEye, PeteKaliedascope, PeteRadialBlur, and many, many others would have their effect replicated four times, once on each quarter. Others would have visible seams at the edges.

Even simple effects like PeteLevels, which rely on analysing the whole incoming image wouldn't work correctly.

I believe there are actually very few plugins that would work correctly, and so I'm not planning to implement this feature. The code is out there if you want to try it.

At best, fugWrapperGL is a short to medium term solution, but in the long term these effects need to be converted to shaders, only then will they take full advantage of your hardware.
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  #45  
Old 24th March 2010, 11:59 PM
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werlin werlin is online now
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if the "accidents" are just crop edges there's no point... but if it produces crazy "accidents" it might be worth it



on tests:

those that dont work as composition effects:

alpha trail
ascii art
blow
christmas balls
filmstrip
glow in the dark
luma blow
luma edges
luma color
luma image
luma image auto
luma trail
random buffer
rect field
tv effect
time slide = if messed with in comp effects crashes resolume
delay RGB
delay RandomRect
delay Rects
delay and slice
delay blend
delay film
stopmotion
vvColorize2

apart from the exception, the rest do not crash resolume but they dont even get processed (they dont even drop fps's)



also i'm still getting fx that sometimes dont want to be dropped on fx slots

and some that really dont want to jump from clip fx slot to composition fx slot and disappear, for example

can anyone confirm this???





ps note:

dont know how but have missed this one on previous tests, 'cause it doesnt do anything but generate blackness-even on composition effects :

veejayColorShift
veejayContrast
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  #46  
Old 11th May 2010, 05:21 PM
aldebaran aldebaran is offline
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yep im using win7 64bit resolume 3.2 and it´s the same here, after sucessfull wrapping i tried some effects but none work, some blacking the screen, some simply do nothing, petes luma cycle for e.g. simply overcolor the screen...

hope there will be a solution in ffgl wrapper 1.05
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  #47  
Old 23rd May 2010, 10:23 AM
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Have you checked the fugWrapper log file? It should be in the Resolume program directory. If it's not, you might need to check the directory's permissions to allow it to be created/written to.
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  #48  
Old 15th June 2010, 06:30 PM
RP RP is offline
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Default avutil-50.dll & swscale-0.dll

I'm trying to get the wrapper to work but have not been successful so far!

I might be missing something here: The instructions mention avutil-50.dll and swscale-0.dll and say they are part of the FFMPEG libraries. I could, however, not find these files among the files in the FFMPEG zip I downloaded from www.ffmpeg.org.

I did find the two dlls available from other sites, but with those the wrapper does not seem to work. Other than that, I followed all the wrapper installation instructions.

WrapPlug.bat runs, seemingly without errors, but the freeframe plugins do not show up in Resolume 3.1.

I would be glad for help!
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