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		<title>Cycling 74  &#187;  Topic: cpu jitter objects</title>
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		<pubDate>Wed, 19 Jun 2013 17:01:53 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/cpu-jitter-objects/#post-55035</guid>
					<title><![CDATA[cpu jitter objects]]></title>
					<link>http://cycling74.com/forums/topic/cpu-jitter-objects/#post-55035</link>
					<pubDate>Fri, 18 Feb 2011 14:08:37 +0000</pubDate>
					<dc:creator>Robbie</dc:creator>

					<description>
						<![CDATA[
						<p>I am going insane with the frame rate slug when processing a pretty hi-res (apple proRes 422) movie, going through the usual UYVY shader (@dimscale 1, @automatic 0) to captured texture to matrix (<a href='http://cycling74.com/forums/users/adapt/' rel='nofollow' class='bbp-mention-link adapt'>@adapt</a> 1) into jitterland. I am just trying to experiment with all the jitter objects that dont come in shader versions (jit.bsort, jit.scanline, jit.tiffany etc). </p>
<p>Is this still the doomed fate for the battle of cpu vs gpu? Is there a massively cheaper way of getting higher res matrix data into and outof GLland? Or are those non-shader version types doomed to only take 320&#215;240 scratchy vids like in the help files?</p>
<p>many thanks in advance, r</p>
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					<guid>http://cycling74.com/forums/topic/cpu-jitter-objects/#post-198157</guid>
					<title><![CDATA[Re: cpu jitter objects]]></title>
					<link>http://cycling74.com/forums/topic/cpu-jitter-objects/#post-198157</link>
					<pubDate>Fri, 18 Feb 2011 16:19:10 +0000</pubDate>
					<dc:creator>generalh</dc:creator>

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						<p>may be a patch to demonstrate???<br />
cheers</p>
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