Aaron Star
Forum Replies Created
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Aaron Star
June 17, 2017 at 8:17 pm in reply to: Vegas 14 leaving a “Vegas” process running after terminationWhenever Vegas crashes, make sure to check your process list and verify that Vegas is not still running and the GUI portion just crashed.
In this case, is possible that the “other Vegas.exe” had tied up the opencl/GPU, and the next instance of Vegas will only be operating in CPU only mode.
Reboot is a good rule of thumb is Vegas crashes, or at least killing all vegas processes from the taskman details tab before launching another copy.
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I find the YouTube CC editor to work well. You can upload any resolution of your project, then use the CC editor to make your CC, then export the file type you need for other requests. You can upload a txt file that has your dialog ahead of time, and YouTube will match your dialog for you as far as timings. You make adjustments if you need to.
YouTube gives you an .SBV file that you can convert to .SRT format.
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Aaron Star
June 17, 2017 at 7:57 pm in reply to: Movie Studio 14 stuck at 0% on “building video proxy”Have you tried just converting the 4K file to HDCAM-EX and sticking that in another folder? Then create a folder structure like:
Project File Folder
- 4K Masters
- Proxy Resolution
- Audio
- Renders
- …
- …
Vegas Project file.veg
Then reopen your project and when asked to find the 4K file, you point it at the proxy file.
When you are ready to render, you close the project and rename the proxy folder. Then when you open your project, you point the missing file at the 4K file.
This is proxy editing outside the built in proxy functions.
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Aaron Star
June 17, 2017 at 7:41 pm in reply to: 16 cores/32 threads @2.6 GHz vs 8 cores/16 threads @3.3 GHz.You do realize that there is too little information about the details of what you are trying to do. No one here will help you without listing the obvious details like:
- Motherboard and chipset diagram
- Exact CPU model numbers – the E5-2670 circa 2012 that is valued at $100? Do you think that is state of the art?
- RAM type, model, clock speed, installed quantity, and slots installed
- GPU type and what slot is it installed per the motherboard diagram
- Storage type and where/how is it hosted on the motherboard.
- WIndows OS Version
- Video source media details (mediainfo)
- Project details
- number of tracks in use
- Effects in use
- composites in use, number of tracks, and media types being composited
- Render profile being utilized and details on settings
If you are looking at Vegas to do some simple file render to .mp4, you are using a screwdriver where a hammer would be more appropriate.
Vegas runs about 70+ threads and has 8 dedicated to AVC decode, 16 for render, and the rest are application needs. Windows will utilize all cores available if needed, so something smells of poor system configuration here. But there is the obvious limit of 16 render threads if you are just doing simple one file conversion. There is the other obvious factor of comparing 2012 hardware performance against 2017 speeds. That is not really test of the software’s performance. If you just want to convert files use FFMPEG or Handbrake, and do not waste our time with these posts crapping on Vegas’s render performance. Most editors here spend more time in timeline mode than render, so timeline playback performance and stability are what most are seeking here.
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“YouTube plays everything in Flash” I do not think this has been true for 5+ years or more.
YouTube takes your orginal file you upload, then compresses it about 10 different ways depending on how you high res your file is.
Basically it creates different .MP4 video only files at different resolutions/bitrates from 8K-240. If your footage is only HD, YouTube only creates 1080p or lower files. Youtube will also create VP8 or 9 files, which are effectivly Google owned propriatary versions of h.264 and h.265, to be played on devices and browsers like Chomebooks.
Audio side, YouTube creates an m4a AAC audio file that the player uses and then syncs that file to the video footage based on available bandwidth.
Finallay “manifest” file is also generated that tells the play how to manage all that.
For uploading to YouTube optimally, your project settings and source material should align to TV standards like 1920×1080 @ 29.97, 30p, or 60p. Then render as to a Sony AVC .MP4 profile that matches (=) the project settings. You may need to create a custom profile that ups the bitrate based on your FPS. There are several links to the Youtube playback bit rates on the forum and you can google this pretty easy. Simply put, YouTube streams 1920×1080@30p at 8mbs. So you upload should be at least double that. If your video 60p, then your upload should be around 22-50mbs.
Your Video levels should be conformed to 16-235 and not 0-255. Since the Youtube player will auto expand 16-235 to 0-255 on playback.
There are alternate codecs that can be upload which are easier than dealing with mp4 bitrate customizations. For example you can upload ProRes, XDCAM-EX and XDCAM422, XAVC-intra, and XAVC formats directly. Renderding to these formats is easier since they are generally locked to standards. The larger file size means long upload unless you have better internet upload speed.
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Not exactly true. Most blame GPU accell for a wide range of issues with their machines, OS load, or workflows.
If you are building for Vegas, buy AMD for the OpenCL support. Make sure the rest of your system is up to the task you are asking it to do.
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What is the format of the media you are editing? Post media info maybe?
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I do not want to comment on ripped DVD material. I use Vegas to create original content.
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NT (which is what all versions of Windows is actually, just now at version 9) will use all the cores and HT cores to its advantage. How Magix effectively utilizes the resources is another thing. Vegas runs about 70+ threads, so its hard to believe that more thread handling would not be advantageous. If you are basing your opinion on CPU thread count solely on render speed, then that is not thinking big picture enough.
Rendering is a complex issue of system timing of decompressing frames, processing uncompressed data, then sending the results to the renderer. There are so many places where timing can get off and cause the system to wait on information from the upstream source. For example choosing a bad source codec to edit from. I think this why people complain about slow rendering. Most peoples systems are not optimized in terms of memory speeds, and other things, or they are attempting to use laptop hardware which is a joke generally.
The rule of thumb still applies if you go with 8 or 16 cores. 4-8GB of RAM for each core, that means 64-128GB of RAM for the 16 core ThreadRipper. With that much RAM and speed, you would want to be operating all SSD. M2 for boot and projects, or PCie SSD hard card. When you look into hard card pricing, that’s when most bow out and buy a cheapo SSD, then complain about not getting performance.
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What generated the source file?