Perhaps AE isn’t pegging the procs because it’s not doing pesky routines like “memory management” or “cache clearing” – yes I’m taking to you Adobe!
Here is my guess as to what’s going on.
In PP you are able to hit play and it just plays. Right? We’ll not so fast. You are only able to do this if you are in a codec that has the wizardry to shepherd all those pixels through in a way that will allow that to happen at 30fps. Try it. Import an HD file made of umcompressed tiffs and see how fast it can play without rendering. So I would call PP codec clean – it can work with and pass through the codec you are using.
Because AE is expecting to composite, color correct, distort and use alphas, it only makes sense to do this with uncompressed pixels. To do this with a file that has a codec on it (I know, technically everything is a codec- even raw) would mean that the file wouldn’t unpack correctly, there would be missing information, and the color space you would be working in would not allow even the simplest color correction before clipping occurred.
So AE takes whatever it’s given (even H24) and turns it into pixels in the color space set for the AE working enviro. And thats a lot of work to slug through pixel by pixel. But that still doesn’t explain the proc not being used. I mean, why not harness more resources to get that stuff through quicker?
And just because so many people don’t know – a high end 264 file is 30k mb per second or just under 4 mB per second. Uncompressed HD (in 8 bit, 30fps) is 186 mb per second. PP can deal with the compressed one at 4mB but AE has to deal with all the pixels at 186 mB. That’s almost a 5000 percent difference.
I have a feeling the lack of processor interest in what you are rendering is due to the threaded nature of the app. Obviously it should be more multi threaded, but can it be? With elements having to be recombined at the end of the crunching and be aware of other bits of the image before deciding on final antialiasing and layer depth, perhaps that’s a harder task than just splitting up the job. Keep in mind to that it has to do one layer and then add in the next – rinse, repeat. Perhaps the individual jobs are so simple. before advancing to the next, are so simple there is no way to saturate the processor.
For years we lamented the fact there was no good paint solution for AE. We dreamed of adobe someday buying a world class paint package and incorporating the two. (And Adobe bought Pshop from the brother’s Knoll a decade before). A compositing package without a good paint is just silly. But there it is. If they couldn’t combine their own products perhaps there is some coding law of nature they can’t get past. Or perhaps its just that they could see like we did that they would end up with only one product to sell. Rumor has it that they bought Cosa (now AE) to get the layering tech for Pshop. So cross pollination can happen.
When working on Flame or Inferno you don’t have to cache the single clip you are working with, you can just play it – and that’s with a massive EXR or other cine file, granted, there is some codec magic going on there to let you even see it on your lowly 8 bit screen. But even on a higher bit display it can still play real time. So it is doable in a compositing type environment.
I don’t use Nuke or Fusion or HitFilm so I’d be curious to know how fast they are and how well they saturate the bus. AE is a product for the masses and just so happens to be good enough for professional use, so perhaps it hasn’t had the development it should have because they can’t sell it for the astronomical prices Discreet used to get for Flame. I think it’s survived because of it’s robust plug in set, lack of a secret handshake to write plug ins for, and it’s “in the moment” flexibility. In Flame if you want to pass something through another clip’s matte you have to go make (process) that matte first. In Ae you just layer it properly an ta da!