Gone are the days of boring bland partial range recordings, here are the days of full range videos! With 2.1 the plugin implements several much wanted features, upgrading a few features from experimental to normal use and fixing a bunch of potential bugs. Continue Reading
The plugin rises from the no-update-phase back to bring you an even better experience with High Efficiency Video Coding (HEVC) encoding, Variance Based Adaptive Quantitization (VBAQ), Pre-Pass support and Asynchronous Queue mode. Continue Reading
After AMD released Ryzen, Reviewers and Users alike were really quick to throw around Theories. And this has been going on with no clear answer. Many people blamed the Scheduler, others blamed SMT. Thanks to two unnamed theory crafters and the help of nwgat, we can now get a closer look at the actual cause. Let’s take a look shall we?
Update 2017-03-16: A user on Reddit apparently got a response from AMD confirming that there is indeed only one memory controller on Ryzen (Infinity Fabric). This confirms that there is indeed a bottleneck on the CPU itself.
You would think that Benchmarks are your friend when it comes to measuring your Computers performance. At least until you talk to the actual IT guys and then get laughed at because Benchmarks reveal absolutely nothing. Their only use case is e-peen contests – and now discovering why so many memory benchmarks get wildly different scores. Continue Reading
Update: GitHub seems to be changing the Terms of Service at the moment, as there are several different copies around now. Closed Source or non MIT/BSD licensed projects by me will stay off GitHub until they are done messing with it.
GitHub has put it’s new Terms of Service was put into effect today (2017-03-01) and with it comes a whole lot of problems, which also effect me and anyone using my projects. The biggest problem is that the new Terms of Service causes all Projects that have any kind of License to be in violation of it. Many people have already started to remove their projects from GitHub and have started moving on to better alternatives.
Since all of my projects are either CC, GPL/LGPL or MIT/BSD licensed, I will have to do the same for them too. Starting today any projects I have are moved from GitHub to my own GitLab server.
In the future, I hope that GitHub sees reason for once and doesn’t follow the greed over use path that many Companies take.
Today I bring you one of the only public pre-releases that are going to happen, as everything else requires AMD to release a Driver which fixes the AMF runtime and firmware. But enough of me, here’s the update which is the true star of this post: Continue Reading
AMD released version 1.4 of the AMF SDK back in January and I quickly got to work familiarizing myself with the changes and new sample tools. I did some rather extreme tests with the encoder, which resulted in me reporting 8 Issues to the AMF Issue Tracker – mostly GPU crashes or encoding failures.
But with that out of the way, Patrons have now finally received the first official pre-release build, just as I promised back in December 2016. But what’s actually inside? Continue Reading
Last time I covered what the fastest way was for single precision floating point, but what about double precision floating point numbers? Do they behave the same or will we run into even more issues on older hardware?
Since the market starts looking towards 128-bit integers and quad precision floating point numbers, it’s time to also test this one while it’s still ‘fresh’.
Everyone who works with a 2D or 3D development studio knows that eventually you will run into hardware that is too slow. Wether that hardware is what you currently have or what your target demographic has doesn‘t matter – you‘ll hit this limit, even if you try not to.
That‘s why some clever people came up with different ways to make things faster. Seperating the FPU from the IPU, SSE and AVX and the famous Quake III floating point hack. But which one performs the fastest, and can we make that one even faster?
16.12.1 broke an experimental property that the plugin has been using, namely Full Range encoding. Due to an oversight on my part this caused more issues than it should have, which this update fixes. Hooray for quick updates! Continue Reading