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Activity Forums Adobe Premiere Pro Required Cuda Cores for better editing

  • Required Cuda Cores for better editing

    Posted by Kenn Schulz on February 3, 2013 at 4:38 pm

    I have an nVidia Quadro FX3800 card (1GB) in my HP Z400 machine. Would a GeForce 550Ti (2GB) card make my renders faster? Note: Quadro FX 3800 and 550Ti only have 192 Cuda cores. Which is more dependent for faster ‘scrubbing’ or rendering? -KS

    Jon Hiseman replied 13 years, 3 months ago 5 Members · 6 Replies
  • 6 Replies
  • Tom Daigon

    February 3, 2013 at 5:22 pm

    I have a GTX 570 in my HP Z820 and find great performance for CS6 apps and Blender as well.

    Tom Daigon
    PrP / After Effects Editor
    http://www.hdshotsandcuts.com
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    HP Z820 Dual 2687
    64GB ram
    Dulce DQg2 16TB raid

  • Angelo Lorenzo

    February 3, 2013 at 6:51 pm

    https://www.studio1productions.com/Articles/PremiereCS5.htm has some benchmarking info near the bottom.

    I think you’ll find you’ll need to look at other card stats like bus/memory speed before getting an idea if the 550 is faster. I think you’ll see that, generally, the amount of CUDA cores really contributes to the overall speed so stepping to a card with a similar amount of cores may not impact your speed in any significant way; a wasted upgrade.

    ——————–
    Angelo Lorenzo

    Need to encode ProRes on your Windows PC?
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  • Jon Hiseman

    February 3, 2013 at 7:36 pm

    I have a GTX 580/512 CUDA cores  running at 5.0 GT/s with next-generation Fermi support in a Mac Pro 5,1. I no longer wait for anything when using Prores 422 1080p25 as my sequence codec with playback as I-Frame Only MPEG. Rendering out for Da Vinci using the sequence codec is more than twice realtime with simple transition effects.

    I used to be Jon Hiseman but I’m feeling better now.

  • Angelo Lorenzo

    February 3, 2013 at 9:12 pm

    *Edit: Not you Jon, but the OP*

    You may find these links useful. The benchmarking on the first link I posted may be a bit misleading as doesn’t matter what the codec is, the CUDA processing increases the speed of some effects, blending, etc.

    If you want, possibly, more speed out of exports then you should look into MainConcepts codecs or Sorrenson Squeeze. They should include a h.264 encoder that uses CUDA acceleration. The one drawback is that these are, I believe, one-pass only encoders so 2-pass CPU encoding is still superior.

    https://blogs.adobe.com/premierepro/2011/02/cuda-mercury-playback-engine-and-adobe-premiere-pro.html

    https://forums.adobe.com/message/3377595

    https://blogs.adobe.com/aftereffects/2011/02/optimizing-for-performance-adobe-premiere-pro-and-after-effects.html

    https://blogs.adobe.com/premierepro/2011/02/red-yellow-and-green-render-bars.html

    ——————–
    Angelo Lorenzo

    Need to encode ProRes on your Windows PC?
    Introducing ProRes Helper, an awesome little app that makes it possible
    Fallen Empire Digital Production Services – Los Angeles
    RED transcoding, on-set DIT, and RED Epic rental services
    Fallen Empire – The Blog
    A blog dedicated to filmmaking, the RED workflow, and DIT tips and tricks

  • Craig Ricker

    February 4, 2013 at 11:03 pm

    Out of curiosity what is Fermi support? I have a EVGA FTW GTX 660 in my Mac Pro 5,1.

    Was just curious 🙂

  • Jon Hiseman

    February 5, 2013 at 10:03 am

    Craig Ricker wrote:
    Out of curiosity what is Fermi support? I have a EVGA FTW GTX 660 in my Mac Pro 5,1.

    Quoted from Nvidia’s Geforce site:
    https://www.geforce.co.uk/hardware/desktop-gpus/geforce-gtx-570/architecture

    The Fermi Architecture
    The GeForce GTX 400/500 family of GPUs is based on NVIDIA’s Fermi architecture—the most significant leap in GPU architecture since theoriginal G80. G80 was our initial vision of what a unified graphics and compute processor should look like. GT200 extended the performance and functionality of G80. With Fermi, we have taken all we have learned from the two prior processors, analyzed the various applicationsthat were written for them, and developed a completely new architecture optimized for next generation games and applications.
    Parallel Tessellation Engines
    Traditional GPU designs use a single geometry engine to perform tessellation. This approach is analogous to early GPU designs which used a single pixel pipeline to perform pixel shading. Having observed how pixel pipelines grew from a single unit to many parallel units and its subsequent impact on 3D realism, we designed our tessellation architecture to be parallel from day one.
    Fermi GPUs implement up to sixteen parallel tessellation units, each with its own dedicated shading resources. Up to four parallel Raster Engines transform newly tessellated triangles into a fine stream of pixels for shading. The close coupling for tessellation, rasterization, and shading units provides enormous on-chip bandwidth and high execution efficiency. The result is a breakthrough in tessellation performance at up to two billion triangles per second. Compared to competing products, Fermi GPUs are up to 8x faster as measured by independent reviews using Microsoft’s DirectX 11 software development kit.

    Good Luck Studio!

    I used to be Jon Hiseman but I’m feeling better now.

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