Click here to go to the first RED TEAM post in this thread.   Thread: REDline render slower now?

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  1. #1 REDline render slower now? 
    Seems so... Anybody else tested?
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  2. #2  
    Looks like its with redspace only. could it be because the clips are from build 15? Any Red people?
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  #3  
    Red Team Deanan's Avatar
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    It's using fewer processors at the moment because we haven't optimized the multithreading after all the changes were made to support b16 and 16:9.
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  4. #4  
    Ok. How are you guys doing with that? Is it a big problem or can we expect a new optimized version any time soon?

    I guess I can use the old Redline/RedAlert for now because we're still on b15 (don't want to change during last week of production).
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  #5  
    Red Team Deanan's Avatar
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    Run multiple redlines at the same time for now.
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  6. #6  
    Already doing that. Rendering 3 clips at the same time in 3 redline terminal windows. I'm DIT'ing and rendering on set for the director and DP so that they can see the footage in full HD. This has worked great so far with the time it takes to render. But after installing the new versions the time it takes to render has increased. So.. Changing back to previous RedAlert/Redline untill the problem is resolved.
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  7. #7  
    Junior Member Anthony S. Pratt's Avatar
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    Unfortunately not just RedSpace - CamRGB to DPX also very slow.

    I'm used to all 8 cores running like olympic sprinters on steroids, now they just bobble along like old ladies on their way to the local bridge club...

    Sure it will be threading related and I'm equally sure it'll get fixed, in time...
    Too busy to post, got to conform it...
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  8. #8  
    Senior Member Mike Zinner's Avatar
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    I wonder how much this is related to the encryption of the RAW data that is now happening inside the Red One camera (which is one of the biggest changes in Build 16).

    Decryption takes CPU time and is slower than direct access and processing of the RAW data. Sure, everything can be optimized again, but without encryption everything would be faster anyway.

    It would be funny (if it would not be so tragic) that a company like Red seems so much afraid of 3rd parties accessing their files so that they sacrifice CPU time in-camera and in their post-tools to lock them out...
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  #9  
    Red Team Deanan's Avatar
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    Quote Originally Posted by Mike Zinner View Post
    I wonder how much this is related to the encryption of the RAW data that is now happening inside the Red One camera (which is one of the biggest changes in Build 16).
    Huh?! The reason things aren't optimized is because the threading for the rendering got moved from one place to another as part of the SDK work and REDalert/REDline's threading has not caught up yet.
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  10. #10 Full of half Debayer and Render times? 
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    I've been doing some experimenting on batching dailies with REDline and the render time jumps exponentially when I select "full render resolution" vs "half render resolution"

    Can anyone point me to someone who has done tests and determined what is gained/lossed by doing a full/half dabayer?

    And what do the QT ref movies generated by the camera have associated with them? (full/half/quarter/colorspace?)

    Or is this due to the changes mentioned above? I'm looking at 2.5hrs (full debayer) vs 38min(half debayer) render time (to 2K ProRes) for a full 8GB CF card on an 8-core MacPro w/8GB RAM

    Any info would be greatly appreciated.
    -RickyH

    "Diabolus lies intus retineo"
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