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Magneson (@MartinusMagneson)

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@MartinusMagneson posted a new Discussion, “Applause!

Applause!

For the Blackmagic implementation! Great job from team Vuo!

We were supplying LED screens for i-mag for a festival this weekend. A few of the artists wanted black/white or sepia-ish camera production instead of full color. This however gave unacceptable latency with the hw scalers we usually provide combined with the processing inserts from the camera production side.

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@MartinusMagneson commented on @MartinusMagneson's Discussion, “VuoGenericValue1

Thank you! I ended up just doing separate nodes for it which also works better from a design point of view, but good to know! Maybe I'll try it later on!

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@MartinusMagneson commented on @MartinusMagneson's Discussion, “VuoGenericValue1

Thanks! But what I think I mean is, if I scale a VuoGenericInput1 by a real, will the real convert itself to a 2d/3d/4d point as needed? Since the _scale funtion takes scale values in the same format as what they scale that is?

I.e.: Vuo GenericType1 value; VuoReal scale = 0.2; VuoGenericType1_scale(value, (0.2, 0.2)) //for a 2d point?;

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@MartinusMagneson posted a new Discussion, “VuoGenericValue1
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@Superflea I am one of those strongly in favor of a Windows version of Vuo. I would also argue that if Vuo were to go down the "system exclusive" path (which I hope not by the way, but I'd understand it!), Windows should be that system. The reason is simple. You can't get the performance on a Mac that you can on Windows. It's not that it's expensive, it's that you can't get it (I'm aware of Nvidia beta/web drivers - but they are an uncertain bet at this point). While external gfx cards is an option, you'll at best pay twice the price for a decent enclosure and an OK card (Vega56/1070). Then there is the loss of efficiency. If the current Mac Pro is anything to go by, the next gen cards will be Vega 56 / 64, and they'll be the standard option at full price until at least 2024.

Anyways, I suspect this will boil down to a choice between Metal and MSP for Mac or DX and HLSL for Windows or Vulkan and SPIR-V for cross-platform.

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