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Player - texture - performance


#1

i have a pipette that changes the textures of 60x60 quads. during change i want to play small videotextures on them (60 x 60 px, 15 pictures each).

i am using the player node, controlling it with my 3600 spread through the “visible indieces” input.

my frame drops from 50 to 15, can you guys recommend a more efficient way to do this?

cheers


#2

what kind image format do read with the player?


#3

PNG, i need alpha.


#4

png has very bad decoding performance, try .dds with DXT5 compression this should be the fastest.


#5

If you don’t need alpha use DXT1.


#6

what about uncompressed tiff? … if you need quality besides alpha


#7

Sounds to me more like a pipette bottleneck
These few frames should all fit into RAM, no?


#8

that’s why i was wondering…

it seems like the player node is limiting my framerate to 25. if i delete it, the patch runs at 60.

my 25 preloaded pictures - is it possible they set the speed somehow?


#9

what about uncompressed tiff?
as long as your hardrive is fast enough feel free to use it.

@schlonzo
if you simply play one of your stacks with the player’s help patch, same framerate drop?

and have a look at the two timing output pins of the player. what values do you see there?


#10

@elias

yes, also ~25fps when using the play pin.

which timing output pins? player only has following out pins: texture, texture binsize, framecount, loaded(24 loaded binsize(24)


#11

those pins are hidden. open the inspektor.