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Should PNG sequences be more taxing on GPU Memory than MOV?
Rank: Member
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Joined: 12/14/2019(UTC) Posts: 23 Location: Atlanta
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Hello all,
I am integrating some stinger transitions into a show and they were originally delivered as MOVs. Obviously I needed to convert this to a PNG sequence, but when I compared the usage of the 2 inputs, the MOV added about 3% of GPU Memory usage and the PNG sequence added about 10% GPU Memory usage?
Does this GPU Memory usage check out from what you all have seen? My instinct tells me that a PNG sequence should use less power than an MOV because it does not need to be decoded.
Thanks!
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Rank: Advanced Member
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Joined: 7/28/2019(UTC) Posts: 351 Location: Santa Rosa Thanks: 1 times Was thanked: 53 time(s) in 51 post(s)
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PNG sequence should defintely use less processing. In fact I even use 10 second sequences for background animations on PIPs VS Video files for that very reason. The processing you are seeing may be temporary when the file is first read.
It also depends on the GPU and processor used.
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Rank: Newbie
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Joined: 4/19/2020(UTC) Posts: 7 Location: Minneapolis Thanks: 1 times
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Originally Posted by: Vince Beck PNG sequence should defintely use less processing. In fact I even use 10 second sequences for background animations on PIPs VS Video files for that very reason. The processing you are seeing may be temporary when the file is first read.
It also depends on the GPU and processor used. It seems like this would be the case, but in my experience image sequence inputs take up DRASTICALLY more GPU memory than MOV's. I've seen this behavior across several vMix installations/hardward.
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Joined: 2/9/2013(UTC) Posts: 261 Location: Katy, Texas
Was thanked: 37 time(s) in 37 post(s)
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I'm pretty sure PNG sequences are preloaded into GPU Memory. That's why you are seeing an uptick in the GPU Memory usage. This way, they are ready to go and use very little processing power when played.
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Should PNG sequences be more taxing on GPU Memory than MOV?
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