From max msp I can write 32fps PAL as jpegs to disc. v4 Does only 4-5 fps.
Tracking the bottleneck with textureAsString showed that it’s not the writing speed, but the conversion to jpeg, which is so slow.
Need this to program a videodelay longer than the capacity of the graphic memory.
Actually just file writing is slow too, I use screenshot rather than a straight texture node, seems pulling the texture down is another bottle neck, that speeds it up, but not fast enough for realtime, maybe write to a ram disk ?
Also see if dds is faster
I tried what happens when I encode the texture as a string (textureToString) and that iteself is slow, when you connect this to a string ioBox or hover over the pin or try to write this into a file. The datarate is not the problem, that is aroun 60kb per image. TexToString offers several formats as well, jpeg, dds, png,bmp … all of these are slow. And so it is when writing the textures directly.
bmp to a ramdisk could be an option, or an SSD. But the figures with jpeg tell me the problem lies somewhere else …