Aaron Star
Forum Replies Created
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I think you are looking at things from your one off PC in a room. The bigger picture thinking on YouTube and Vimeo is that converting to H.265 conversion takes a lot of processing power. A player like YouTube has to convert hours of media per second to keep the service responsive. I am sure YouTube will support h.265 at some point, but they will just accept the format and convert it to their own codec VP9+. Converting to VP9 saves a company like Google tons of MPEGLA fees.
Vimeo on the other hand works to try and stay in business by having just that little bit more than what the biggest player on the planet has. That plan has been successful for them, but not so much that people flocked to them. Online posting still comes down to having your video hosted on the 2nd or 3rd biggest search engine. Vimeo sits out there hoping google indexes them and lets people know they have something to watch.
I just googled “short films” and Vimeo does not appear until the 6th result. You would think for certain genre they would pay for top position even if its an ad slot. Vimeo is really more about selling the filmmaker a shovel, and leaving the hard work up to the content producer.
Uploading to videos to YouTube, your content will always be recompressed to a DASH format in .264 or VP9. So uploading larger Professional codec to them will give you the best picture quality. Let Vimeo or Youtube throw away what is not needed, and let them sample the best image you can provide them within reason. If you think that uploading XDCAM, AVC-intra, cineform, dnxhr, or Prores to youtube will take to long, then you need to bust out the wallet for more upload bandwidth.
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I would worry about a 300.00 machine chewing up the negative. Have it professionally scanned if its worth anything to you.
If not, it is really to bad they did not make that machine just scan to an image sequence. That way you could import the media at whatever FPS you understood the camera to be running at. With the MP4 format, you could try exporting to a still sequence, then importing to at the proper FPS 18 or 24.
That device is really strange. Its like it was built by someone that did not understand that film was shot at 24 FPS to conserve film. The only time I ever rolled 29.97 was for film going to TV. that device would be utterly amazing at 300.00, if it did 1920×1080/1440×1080 and produced a still image sequence.
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That GTX1050 shows at 150.00 on Newegg. The Rx480 is 214.00, I would swap that card out, after uninstalling the NV drivers.
- NV GTX 1050 = 1700 GFLOPs and apparently poor OpenCL support
- AMD RX480 =5800 GFLOPS and good OpenCL support. Its literally 2x the card for $50 more.
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Aaron Star
January 17, 2017 at 4:25 am in reply to: Anyone else experiencing reduced preview quality on new release?Not saying convert all your footage. I am saying create a new project file, and convert a minute or two of each footage type to cineform or XAVC-intra. Then create the a sample edit that mimics the area where it drops frame rate. This will rule out codecs as the problem.
Also is smart resample disabled on the footage in the timeline?
Is all your media conforming to your project settings?
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This is also same problem with some video from smart phones as well.
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Under OBS -> Settings -> Advanced – is the CFR (constant frame rate) checked?
Download a copy of “Media Info” and verify the OBS encoded media is being encoded to a constant frame rate of 60 or 59.94 FPS.
Try the results of using the x264 encoder vs using quicksync or NVENC.
Try disabling smart resampling for media clips on the timeline.
Try Xsplit Broadcaster, as OBS fails to encode to a “video standard” Below is a media info output on an xsplit file:
Video
ID : 2
Format : AVC
Format/Info : Advanced Video Codec
Format profile : Baseline@L3.1
Format settings, CABAC : No
Format settings, ReFrames : 1 frame
Codec ID : avc1
Codec ID/Info : Advanced Video Coding
Duration : 23s 12ms
Duration_FirstFrame : -21ms
Bit rate : 113 Kbps
Width : 1 280 pixels
Height : 720 pixels
Display aspect ratio : 16:9
Frame rate mode : Constant
Frame rate : 30.000 fpsVegas is a Video editor that likes encoded source material that conforms to video standards in the TV and Film industries. The video standard in your use case would be 1920x1080x59.94P FPS, or 3840x2160x59.94P FPS. A straight 60FPS should work too, but Media Info results similar to 58.465 to 60.366 will cause playback issues in Vegas.
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Aaron Star
January 16, 2017 at 7:12 pm in reply to: Which file type to use when importing an animated superimposed graphic?Like Graham said earlier, I would just have your animator provide a PNG sequence in a folder. For example 00001.png, 0002.png, 0003.png. That will be the most fool proof. You then just import that media in Vegas as a sequence.
Vegas supports PNG, and EXR as your most compatible Alpha capable still formats that can be imported as a sequence.
You just have your animator export to a sequence and send you a zip file. Then there are no problems with .MOV or AVI support of alpha channels.
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Aaron Star
January 16, 2017 at 7:00 pm in reply to: SVP13 lags when editing footage. (I7 4790k + GPU) Advice?Often time what people fail to understand is that Vegas needs an XT chip, or x-series GPU. The non-X GPUs are basically gimped versions of high end GPUs, and by gimped that means memory interface or other manufacturing flaws that binned the chip to a lower cost product. Like the Xtreme series of CPUs from Intel, GPU manufacturing is no different. The product that meets the best Quality Assessments are the ones that are selected for top product range. The rest are lemonaid from the manufacturing lemons. Do not spend thousands on your camera/lenses, and then cheap out on your system components of your NLE.
R9-380:
Compute Units: 28
Pixel Rate: 31.04 GPixel/s
Texture Rate: 108.6 GTexel/s
Floating-point performance: 3,476 GFLOPSR9-290x – older GPU model
Compute Units: 44
Pixel Rate: 64.0 GPixel/s
Texture Rate: 176.0 GTexel/s
Floating-point performance: 5,632 GFLOPSRX-480 – latest X GPU
Compute Units: 36
Pixel Rate: 40.5 GPixel/s
Texture Rate: 182.3 GTexel/s
Floating-point performance: 5,834 GFLOPSR9-FuryX
Compute Units: 64
Pixel Rate: 67.2 GPixel/s
Texture Rate: 268.8 GTexel/s
Floating-point performance: 8,602 GFLOPSThe latest NV cards maybe catching up, as some users are having a good experience, but this is likely the 1080 series or newer. Below 1080 series, NV and Vegas have not been good friends due to NVs poor OpenCL support.
NV-1080 GPU
SM Count: 20
Pixel Rate: 102.8 GPixel/s
Texture Rate: 257.1 GTexel/s
Floating-point performance: 8,228 GFLOPSThe Next version of AMD Vega GPUs will allow for something like Hyper-threading for GPUs, which should improve the OpenCL FP performance more over. NV will not have this option.
You are looking for your GPU to support the display resolution you want to show on your monitors, but also have the OpenCL calculation speed to turn the single precision math the NLE needs help with. The GPU can turn 1000s’ of GFLOPs of Single Precision math, when the best CPUs are barely reaching <1 GFLOP.
CPU core count matters for 4K probably due to the amount of threads being dedicated to the decoding of codec and conversion to RGB color space. Vegas operates in an RBG color space, meaning all formats are decoded to RGB, and converted back to the desired output render. That means your NLE system needs to have headroom to handle multiple streams of uncompressed 4K RGB for smooth playback.
If you looked under the hood of VP13 AVCHD it allocated like 8 threads to AVC decoding. 8 threads = 4 Core CPU with HT which is what the minimum called for. Threads do not correlate directly to CPU cores, but you can see where the programmers came up with that setting. The UHD standards are calling for 8 Core CPUs with HT, which means anything below that are going to have a hard time with playback of UHD. If you do not understand the difference between threads and core count, you should do some studying before buying more NLE hardware.
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Aaron Star
January 16, 2017 at 6:09 pm in reply to: Anyone else experiencing reduced preview quality on new release?I would try creating a test project, and convert some your footage over to cineform-medium or better, or XAVC-intra, or HDCAM-SR-lite (HD only). That way you can start to determine if the issue is with the codecs or the release itself.
Obviously make sure all your BIOS, system drivers, and .NET windows updates are applied. Also make sure there are no pending windows update waiting on a restart, this can sometimes place a machine is strange state.
Check temps on system overall during repeat playback, as an older system may have clogged heat sinks that could be hitting thermal regulation.
Just some thoughts.
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You need to provide more info so the community can help you.
- Specs on your computer, CPU, RAM, GPU…
- utility being used to capture game footage, and format you are capturing to.
- “media info” on the captured media.
- Project settings in Vegas.
- Desired rendered output / Vegas Render As template
- Preferences settings in Vegas.
Seriously this request should be a sticky on the forum to guide people on how to post for help.