red Giant Magic Bullet - GPU support in Resolve?

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lukas108

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red Giant Magic Bullet - GPU support in Resolve?

PostSun Aug 22, 2021 4:50 pm

Hi

I have installed trial versions of RED GIANT COMPLETE MAGIC BULLET SUITE. Tired to use FILM and MOJO plugins. But unfortunately I can't force to work that plugins on GPU. In that situation I can only work with 720p timeline 24 fps timeline to be able work in real time with only ONE plugin at time on my AMD 5900X CPU. I noticed that only 2 cores are being used, not above 50% on both threads. Bad optimization.

Any idea what should I do to be able accelerate that plugins with GPU?
My card is RTX 2060. Studio driver.

Thanks for any advises.

Lukas
Last edited by lukas108 on Sun Aug 22, 2021 4:54 pm, edited 1 time in total.
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Re: RED GIANT MAGIC BULLET - GPU support?

PostSun Aug 22, 2021 4:53 pm

lukas108 wrote:Any idea what should I do ?
My card is RTX 2060. Studio driver.
This isn't related to Resolve, it doesn't control whether plugins are or are not accelerated.

Plugins implement their own GPU acceleration. I don't use Magic Bullet but I have a couple of OFX plugins that implement their own GPU acceleration, and work fine.

Check the manual for the plugin, double check to see if there's a Settings option in the plugin UI somewhere, and if in doubt contact Maxon.
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Re: RED GIANT MAGIC BULLET - GPU support in Resolve?

PostSun Aug 22, 2021 4:59 pm

Also: if you can't improve the plugin performance, look at caching options - if you're working in Color you can enable the Node Cache for the node with the plugin. In Fusion there's Render Cache Fusion Output, and/or Fusion's own Cache To Disk.

And there's the new option to Render In Place the clip to render out the clip with any effects baked in (make a backup of the timeline or clip first if you want to be able to change it later as Render In Place replaces the clip with its rendered version, losing any Color or Fusion configuration done on it.)
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Re: red Giant Magic Bullet - GPU support in Resolve?

PostMon Aug 23, 2021 9:15 am

Thanks for reply. I have sent email to Maxon support. Will see what they will say. Before I though that host also has some influence to plugins and way how they uses CPU/GPU resources. This is how it works in DAW audio workstation software (I'm professional music producer/mixer). Magic Bullet has cleat description that they uses GPU to accelerate their plugin so first thought was the host (Resolve) block something or plugins are incompatible.

Here are requirements: https://www.maxon.net/en/requirements/film-requirements
Nothing about newer GPUs, which means that they support it as a default. Hmm.

When it comes to feerezing nodes, yes, I used it but there is some bug, and after caching it is blinking. But only when use that Magic Bullets plugins.
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Re: red Giant Magic Bullet - GPU support in Resolve?

PostMon Sep 06, 2021 8:15 am

Unfortunately, support said that Red Gian Magic Bullet does not support multithread. Perhaps in the future that will be possible. So the only way to use that is caching.

And, regarding caching layers etc. I have issue here. have you experienced that bug?
Cached node blinking, even if I deactivate OFX FILM effect. Real time works fine. Look at video:
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Re: red Giant Magic Bullet - GPU support in Resolve?

PostThu Dec 08, 2022 6:41 pm

Hi Again

Back to this thread. Anyone using this plugins in Resolve? I'll be thankful for info if you are able to accelerate it with GPU, and your results.

Lukas
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Re: red Giant Magic Bullet - GPU support in Resolve?

PostFri Dec 09, 2022 2:49 am

Better forget them, I'm under the impression that Maxon is not interested very much in that acquisition from Red Giant. They don't even care that some plug-ins are not working anymore with DR.
Rather turn to FilmConvert Nitrate or the like.
Don’t approach DR with your preconceptions from another NLE.
Many features are better, some worse, most are different.


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Re: red Giant Magic Bullet - GPU support in Resolve?

PostFri Dec 09, 2022 11:23 am

Uli Plank wrote:Better forget them, I'm under the impression that Maxon is not interested very much in that acquisition from Red Giant. They don't even care that some plug-ins are not working anymore with DR.
Rather turn to FilmConvert Nitrate or the like.


Thanks Uli for your opinion. I will try the Nitrate FilmConvert and compare the them. As I understand FilmConvert works on GPU smoothly? I'm gonna upgrade my workstation to RTX3090. It's does no make any sense have bottlenecks like Red Giant Magic Bullets working on 1 CPU core in the chain on my PC spec.
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Re: red Giant Magic Bullet - GPU support in Resolve?

PostFri Dec 09, 2022 12:42 pm

Well, I just did a small test, since I never cared.
One Minute of UHD ProRes 25 fps from mixed sources in 12K and 4.6K took 52 seconds without FilmConvert and 70 seconds when making it 'Fuji Velvia 100' (including mild grain). All GPU cores fully loaded, most of the CPU cores were twiddling their thumbs, only the two efficiency cores were really active.
Don’t approach DR with your preconceptions from another NLE.
Many features are better, some worse, most are different.


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Re: red Giant Magic Bullet - GPU support in Resolve?

PostMon Dec 12, 2022 11:07 am

Uli Plank wrote:Well, I just did a small test, since I never cared.
One Minute of UHD ProRes 25 fps from mixed sources in 12K and 4.6K took 52 seconds without FilmConvert and 70 seconds when making it 'Fuji Velvia 100' (including mild grain). All GPU cores fully loaded, most of the CPU cores were twiddling their thumbs, only the two efficiency cores were really active.


Checked this software and ... seems to be really good. Works fully on GPU in realtime that means CPU is not bottleneck. Great! Thank you for the tip. My current RTX2060 handle easily 2x 4K 60fps 10 BIT Hevc clips at the time (opacity 50%)
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Re: red Giant Magic Bullet - GPU support in Resolve?

PostMon Dec 12, 2022 11:17 am

If you understand some German or want to use DeepL, drop me a PM and I've got an article for you.
Don’t approach DR with your preconceptions from another NLE.
Many features are better, some worse, most are different.


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Re: red Giant Magic Bullet - GPU support in Resolve?

PostMon Dec 12, 2022 3:47 pm

Just wanna add that my experience with Red Giant hasn't been great either over the years.
Got an expensive license back then in 2005 for their first Magic Bullet plugin for AFX which was really nice. Then came MB II with a completely new interface - and zero backward compatibility so you had to redo everything in an old project. Also came with a lot of errors like clipping super whites, render bugs. Then they brought GPU acceleration via OpenGL - but when I changed to a much better graphics card speed did not improve a bit. And they did not ever care to do something about this. But still had random red screen errors during final rendering. Then came MB 3 with a completely new interface...

And all the other plugins they bought together over the years - most of them never got any improvements in a decade a longer. It was a very depressing thing to see how they just squeezed money out of them with almost zero effort into development.

After I complained to support several times about issues I had, they promised me to give me two licenses of my choice for free. But when I then tried to claim any of those offered licenses - I just got silence.

That was when I decided to never ever anymore buy a plugin from them.
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Re: red Giant Magic Bullet - GPU support in Resolve?

PostTue Dec 13, 2022 9:34 am

Uli Plank wrote:If you understand some German or want to use DeepL, drop me a PM and I've got an article for you.

Sure :) thank you Uli
Last edited by lukas108 on Tue Dec 13, 2022 6:11 pm, edited 1 time in total.
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Re: red Giant Magic Bullet - GPU support in Resolve?

PostTue Dec 13, 2022 11:45 am

Speaking with my online/grading hat on, I hate Red Giant Magic Bullet with a vengeance. I would inwardly groan when editors had used them very frequently on the last series I onlined. They always took more work to avoid QC failure, since there is simply no way to legalise them, unlike Boris, within the interface, even though there is a colour corrector, not that I could find anyway. I had to resort to subsequent grading and heavy clamping outside of the plug in, which is less than ideal. They are if you'll forgive me very prosumer to my thinking.
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Re: red Giant Magic Bullet - GPU support in Resolve?

PostTue Dec 13, 2022 12:54 pm

You've got mail, Lukas.

But you better delete your email in the forum, so you don’t get spammed by bots.

That’s why I suggested a PM…
Don’t approach DR with your preconceptions from another NLE.
Many features are better, some worse, most are different.


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MacBook M1 Pro, 16 GPU cores, 32 GB RAM
and
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