I now feel completely up to speed!
Since the thread closed before we really got time to answer that, I would personally love an additional selling point within the European Union.Where are you planning additional selling points?
(Good morning, by the way.)
Currently no solution out there is doing GPU debayer of R3D footage. If they are, they are not using the RED SDK debayer tools and are in violation of RED's IP as RED has given no one permission to release software that does a debayer process on the footage any other way than how RED wants it done, and via their SDK. Others have come and gone doing their own debayer process -- like Cineform.
GPUs are powerful for certain tasks and not so powerful for the type of tasks they are not designed for. GPUs actually don't offer much power for processing bayer patterns. There's this perception out there that GPUs are these magical little processors that can do anything and that simply is not true. If it were, we would be building workstations around processors from nVidia instead of Intel. Don't get me wrong though, there are plenty of ways GPUs can accelerate the REDCODE workflow process...
There are many solutions coming about now that use the GPU a lot more for many operations in tandem with the RED SDK debayer tools. GPUs offer many advantages for offloading a lot of post-debayer processing from the CPU. This includes, but isn't limited to, color transformations and LUT applications, scaling, layering, stenciling, masks, etc.. This is currently the most practical method until we start seeing widespread installation of multiple GPUs in professional systems with an industry-standard way to access and use them (OpenCL). Properly multithreaded and optimized CPU debayer plus GPU transform can play back full res, full quality 4K in real-time on a 3GHz quad-core PC with some headroom to spare.
Remember, the debayer process is only part of the equation when using REDCODE. The old REDCINE could play back 4K R3D files at half-high on a decent quad-core system with a mediocre GPU. It only used GPU acceleration for color transforms mostly, but some acceleration was there. Much has changed since. I believe that REDCINE-X will eventually show some serious speed gains in this department as the SDK tools, and system hardware have advanced a lot since then. However, REDCINE-X is still being optimized for the RED Rocket and has a ways to go for all areas of performance.
I've seen some things in the works, possibly some of what Peter is talking about, that is really impressive. Much of this new software does use GPU acceleration quite heavily for many aspects of the image creation process. GPUs can, and are, being used to accelerate REDCODE.
i am just curious to see how the scarlet user should work with r3d files without beeing able to afford a rocket.
dunno if transcoding (double the amount of data)offline/online is what they can afford...or should be the way for scarlet users
guess a lot would be happy to edit scarlet footage on an imac.
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