PMS SubJunk Build

Download and discuss official beta builds here

Re: PMS SubJunk Build 70 (Updated 2012-04-10)

Postby gguruusa » Fri Apr 13, 2012 11:55 am

Wireless G should be suffcient so long as only 1 end is wireless (the other wired). Hi-res movies with frequent scene changes will push its limits, so it may be necessary to use Showtime on the PS3 (because of it's larger buffer) to avoid stuttering in those cases.
gguruusa
 
Posts: 11
Joined: Sun Mar 20, 2011 6:11 pm

Re: PMS SubJunk Build 71 (Updated 2012-04-15)

Postby SubJunk » Sun Apr 15, 2012 9:56 am

SB71 is released.
This release adds support for InterFrame realtime transcoding for smooth motion, and other things.
SubJunk
 
Posts: 1207
Joined: Fri Mar 27, 2009 5:25 am

Re: PMS SubJunk Build 71 (Updated 2012-04-15)

Postby JKross » Mon Apr 16, 2012 10:43 am

Hey, looking at your changelog you mention: "... along with the ability to use GPU to boost speed"

is this anything like dsnative.dll support for your mencoder build? Or something else entirely?

I had a thread ( http://www.ps3mediaserver.org/forum/viewtopic.php?f=6&t=14088 ) where I was trying to use the -vc coreavcwindows flag with your mencoder but it would not work. Only if I used Sherpyas build with dsnative and -vc dsncoreavc would I get both picture and sound with the CoreAVC icon showing CUDA was in use. All of the info is in that thread.

Just wondering if I should re-test with your newest build.

Thanks
JKross
 
Posts: 6
Joined: Thu Apr 12, 2012 4:50 pm

Re: PMS SubJunk Build 71 (Updated 2012-04-15)

Postby SubJunk » Mon Apr 16, 2012 11:20 am

JKross wrote:is this anything like dsnative.dll support for your mencoder build? Or something else entirely?
It's something else entirely :)
SubJunk
 
Posts: 1207
Joined: Fri Mar 27, 2009 5:25 am

Re: PMS SubJunk Build 71 (Updated 2012-04-15)

Postby SuperDre » Mon Apr 16, 2012 3:47 pm

SubJunk wrote:
JKross wrote:is this anything like dsnative.dll support for your mencoder build? Or something else entirely?
It's something else entirely :)


So is it using it by default, or do we have to do something special to get it to work? GPU support would mean a lot for slower/singlecore CPU systems..
SuperDre
 
Posts: 81
Joined: Fri Mar 20, 2009 5:49 pm

Re: PMS SubJunk Build 71 (Updated 2012-04-15)

Postby ExSport » Mon Apr 16, 2012 4:10 pm

For GPU DECODING support you need CoreAVC(Cuda=Nvidia) or FFDSHOW(DXVA=Anything).
Unfortunately DXVA decodes frames outside of memory so MEncoder can't see these data = unusable.
CUDA decodes them and frames goes via memory so MEncoder can use them.
So what I remember when I tested it year ago, you can use CoreAVC and its GPU(Cuda) or SW decoding or DiAVC.
The fastest one was DiAVC(SW), also faster than CoreAVC with GPU but in past it had some corruptions in picture.
Above said I tested long ago so maybe something changed, e.g. Diavc decoder was more than 20% faster than ffmpeg decoder used in MEncoder but maybe this also changed 8-)
What I wanted to say is that if you will be lucky and you will be able to use GPU, you need special MEncoder version with dsnative.dll support (developed by Sherpya).
For now SB MEncoder builds don't support it.
ExSport
 
Posts: 2100
Joined: Mon Jan 19, 2009 5:40 pm

Re: PMS SubJunk Build 71 (Updated 2012-04-15)

Postby SuperDre » Mon Apr 16, 2012 4:15 pm

ExSport wrote:What I wanted to say is that if you will be lucky and you will be able to use GPU, you need special MEncoder version with dsnative.dll support (developed by Sherpya).
For now SB MEncoder builds don't support it.


If you read Subjunks last post (which I quote) you'll see that it's something completely different and is not using dsnative.dll, so I guess it's something new in his MEncoder..
SuperDre
 
Posts: 81
Joined: Fri Mar 20, 2009 5:49 pm

Re: PMS SubJunk Build 71 (Updated 2012-04-15)

Postby ExSport » Mon Apr 16, 2012 8:09 pm

I know that it is different. But I understood you want something like Sherpya build already has(dsnative library).
And this feature was asked recently in other thread in this forum, Subjunk stated in past that it is not problem to add it so I was talking about this GPU outside AviSynth engine 8-)
Maybe one time we will have it also in SB build, who knows...
P.S. And what I wrote is general info applied for any GPU decoding
ExSport
 
Posts: 2100
Joined: Mon Jan 19, 2009 5:40 pm

Re: PMS SubJunk Build 71 (Updated 2012-04-15)

Postby SubJunk » Mon Apr 16, 2012 9:39 pm

SuperDre wrote:
SubJunk wrote:
JKross wrote:is this anything like dsnative.dll support for your mencoder build? Or something else entirely?
It's something else entirely :)


So is it using it by default, or do we have to do something special to get it to work?
It's an option in the Avisynth/MEncoder section of the program, labeled "Enable GPU". It is only when using True Motion though, it won't make normal viewing faster.

Oh also, good news for people with more than 8 cores, MEncoder just increased its max core limit from 8 to 16 so you will get faster transcoding speeds when I release the next update :)
SubJunk
 
Posts: 1207
Joined: Fri Mar 27, 2009 5:25 am

Re: PMS SubJunk Build 71 (Updated 2012-04-15)

Postby Majin3 » Tue Apr 17, 2012 12:59 pm

Thank you a lot for your InterFrame script and now for implementing it in PMS, SubJunk.

I can't seem to get it to work, though.
No matter what I do, if I choose Avisynth/MEncoder as the engine, the output is always the same frame rate as the input, not the same as the script. I even added this issue about it once.
The same happens if I enable the new InterFrame options (obviously, since they just add the necessary script parts)
With "alternative sync method" it always looks like there is assumefps([frame rate of the video file]) at the end of the script and without it like changefps([frame rate of the video file]). So with 30fps input I get 0.5x speed with it enabled and a combination of clean and interpolated frames with it disabled, but still at 30fps.

It works with Avisynth/FFmpeg, but the engine itself seems to be horribly bugged.
Majin3
 
Posts: 4
Joined: Tue Apr 17, 2012 12:39 pm

PreviousNext

Return to Beta Builds

Who is online

Users browsing this forum: No registered users and 3 guests