Chad Capeland wrote:Your comp is I/O bound.
Could you explain why you think that? It reads from one file and writes to one. The PNG files don't change, so there should be no i/o for them after the first frame.
Nothing in your comp will use the GPU at all, but that's OK, as even on the CPU it would run at 100+fps.
Alpha blending isn't even
GPU accelerated!? Color curves don't use the
GPU? That's shocking. Even my minimal knowledge of shaders could create those two operations in a few minutes.
I didn't think about how slow the mp4 decoding was in Fusion, even in the editor. I only get a few frames per second playing there which, coupled with JPEG2000 compression on the output when rendering, probably explains the speed. And the CPU isn't any higher (~15%) then either. Given that Resolve is much faster (able to handle 24 fps at full speed with ~20% CPU), I'd say they need to copy the mp4 decoder from Resolve to Fusion
With what source and destination formats would you expect to see 100 fps in Fusion, while maintaining minimal degradation?
You cannot use one GPU for OpenGL rendering and another for UI. That would introduce a lot of latency.
Hmm. I see that might be an issue if the UI is using the
GPU (I thought I read that it uses OpenGL for the 3D there). But for the final render, I would think the ability to pipeline frames would far outweigh the transfer overhead.
It's POSSIBLE to have 3Rn use multiple GPU's because of the nature of it's tile rendering, but it doesn't.
Not sure what 3Rn is.
Background rendering is enabled from the File menu.
Thanks, I'll give that a try next time.
Rick