multiple videoPlanes, videoCards and performance issues

sousterre's icon

Hi list,

I'm currently trying to build a gl patch that could drive three 800 X 600
windows (each on a separate 6600 NVidia card stacked in a quad 2.5 G5). The
tricky part about this project is that I have to subdivize each window in 12
smaller blocks/videoScreens and have a gl.shader available to do real-time
treatment on all the video ouputs.

I'm currently reading the texture files (800 X 600, photoJpg, 15 fps) from
the ram, slicing them up with jit.scissors and tying them to independent
gl.texture and videoplane objects. I'm using a separate rendering context
for each window (seems to be HW).

I'm able to get 14 fps (if i can trust the fpsgui object...) but the video
seems to" clog-up" at moments and the computer eventually crashes after 15
minutes. I was wondering If there would be better ways to structure this
project.

I've read previous threads concerning multiple video Outputs and openGL +
other ones relating to texturing issues. I found there valuable information
(concerning rendering context, colorspace, window syncing and such) but
wanted to ask if anyone on the list tried something similar and what kind of
performance I should expect out of my set-up.

Thanks,

Etienne

lists@lowfrequency.or's icon

There was just a post on May 20th called "Using jit.gl.videoplane as
jit.glue" that might be of interest to you, for a different technique
with a single texture.

Otherwise, I use a similar method, but using multiple.jit.submatrix
objects instead of jit.scissors objects, each with it's own
jit.texture. I have over 96 of them on a dual-core 2GHz G5 (nVidia
6600) with no problem (50fps, easy). Perhaps the multiple windows is
what's bogging you down.

best,
evan

sousterre's icon

Sorry, forgot to add two necessary subObjects.

E.

Max Patch
Copy patch and select New From Clipboard in Max.

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Max Patch
Copy patch and select New From Clipboard in Max.