Viewing profile — pandaforce
pandaforce
HN member- Joined
- Thu, Jul 02, 2020, 1:27 PM UTC
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- 18 items
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About pandaforce
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Recent public activity
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Comment #48551779
Bellard hasn't been involved in FFmpeg for *over 20 years* at this point, and more like 23. His code was not great and reeked of sphagetti due to FFmpeg back then lacking any frame…
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Comment #47468559
Yes. I get 300fps decoding 8k ProRes on a 4090 and barely 50fps on a Zen 3 with all 16 cores running. The CPU doesn't touch anything, actually. We map the packet memory and let the…
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Comment #47460826
Most vision models are trained on images or conventional video codecs. There's a good reason why H200's have 7 JPEG + 7 nvdec ASICS.
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Comment #47460589
That's basically what VC-2 is, as well as JPEG2000-HT. Wavelets are nice in that they have no need for deblocking since each slice complements one another, and they're simple to ca…
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Comment #47458216
Proxy files have issues when doing coloring, greenscreens, effects shots. The bit depth, chroma resolution, primaries/transfer/colorspace gets changed. Basically only really usable…
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Comment #47457820
FFv1's range coder has higher complexity than CABAC. The issue is serialization. Mainstream codecs require that the a block depends on previously decoded blocks. Tiles exist, but t…
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Comment #47456222
> A crash mid video write out can corrupt a lengthy render. With image sequences you only lose the current frame. You wouldn't contain FFv1 in MP4, the only format incompetent enou…
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Comment #47455344
6k ProRes streams that consumer cameras record in are still too heavy for modern CPUs to decode in realtime. Not to mention 12k ProRes that professional cameras output.
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Comment #47455241
The main target for this are NLEs like Blender. Performance is a large part of the issue. Most users still just create TIFF files per frame before importing them into a "real edito…
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Comment #47454824
Yes, but no. No, in that these days, GPUs are entirely scalar from the point of view of invocations. Using vectors in shaders is pointless - it will be as fast as scalar variables …
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Comment #47454686
Yeah, Vulkan is shedding most of the abstractions off. Buffers are no longer needed - just device addresses. Shaders don't need to be baked into a pipeline - you can use shader obj…
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Comment #47454538
The article explicitly mentions that mainstream codecs like H264 are not the target. This is for very high bitrate high resolution professional codecs.
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Comment #47454493
These are all gripes you might have with Vulkan Video. Unlike with Vulkan Video, in Compute, bounds checking is the norm. Overreading a regular buffer will not result in a GPU hang…
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Comment #47414559
Khronos published a post on the Vulkan compute codecs in FFmpeg: https://www.khronos.org/blog/video-encoding-and-decoding-wit...
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Comment #47410180
Cheaters are always 2 steps ahead, all that developers can do is to trim the less willing ones.
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