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SpaceRay
SpaceRay

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I still wonder and would want to know what problems are for FF INC. developers and programmers to be able to use any kind of GPU acceleration inside Filter Forge

I really do not know how difficult and complicated can this be to add this feature of GPU ACCELERATION to FF and what amount of work would be needed, but seeing that I think that the Filter Forge Team are expert programmers, they could be able to find a solution to this.

I asked about this in April 2011 after the release of the FF 3.0 beta

Quote
Vladimir Golovin wrote IN April 2011 in this thread here

Quote
SpaceRay wrote:
Will it be able to use graphic card accelleration by using Open Gl, Open CL, or Nvidia Cuda ?


Unfortunately, no. We spent at least a year trying to port FF to graphic hardware, but no luck so far -- the current FF rendering architecture and multithreading were built for X86, so it doesn't lend itself well to GPU porting.


Sorry for my ignorance in programming, but if expert programmers have not been able in a year to solve this, where is really the problem?

Why most of the new graphic plugins has been optimized in somw way to be much faster inside Photoshop CS 5?


___________________________________________________________________________

EXTERNAL GPU RENDER ENGINE MADE BY THE FF DEVELOPERS TEAM?

If not possible to modify the inner code to add the GPU rendering, Could FF use an external app for transfering the data fr om the main FF core to this external application that would be done also by the FF developers team ?

I know that some photoshop plugins do not have ONLY ONE PART and they can have two or three parts interconnected to make the final result.

Also this is used by some 3D software that all the configurations, settings and design is made in the main program (or plugin) and then to have the final result all the data needed is transfered to another software application to render it.

______________________________________________________________________________

I think that having GPU acceleration could help really much to FF and be MUCH faster

Pixel bender for Adobe Photoshop is a great example and comparable in some way to FF because the users can make their own filters and submit them to the Adobe online Library.

The main differences are

Positive is that has GPU acceleration and all the previews AND renders of high resolution images are done in REALTIME, zero waiting, or one second.

Negative: that is much more difficult to make your own filter and the resolution lim it is 4000x4000 (although can be used until 5000 x 5000 sometimes)

_______________________________________________________

Some uses that FF could have if it had GPU acceleration
_______________________________________________________

OPENGL OR NVIDIA CUDA ACCELERATED PREVIEW ZOOM

The IDEAL woul be like other software that have now deleted all this about zoom, and changed it this preview levels to just ONE level, because it is a OpenGL, OpenCL and/or with Nvidia Cuda so you get a smooth and real time zoom preview to any level.

If You want to know what I am talking about you can see what Adobe have done in Photoshop CS5 with Nvidia Cuda

Please see the videos examples in this page here, just sel ect Zoomimg and Scrubby Zoom, as you can see they are very fluid ONE level zoom, or thousand levels zoom, whatever you want to consider

http://www.nvidia.com/object/adobe_photoshop.html

FILTER FORGE CANT BE COMPARED TO PHOTOSOP BECAUSE FF NEEDS TO RENDER THE IMAGE?

You could tell me that is not the same to compare FF to Photoshop, as FF needs to process all the commands of a filter, but i think also that when making a processing of the images it must also follow instructions given.

Perhaps could be said that FF needs to RENDER the resulting image before showing the final image, and Photoshop does not need this, but then how Pixel bender can do it in realtime ?

ACELLERATED PREVIEW ON PROGRAMS THAT NEED TO RENDER

Well there is a better comparison for Filter Forge preview and are the newest video software that ALSO needs to render the final result before showing it to the user.

I know of course that you can´t compare at all still images of FF to video animation, BUT if you look at the videos, is the same in some way what happens in FF trying to render the final image

I am talking about the Adobe After Effects CS5.5 and Adobe Premiere Pro CS5.5

Sorry that there are no videos for plain and normal GPU, but you can get an idea with the Quadro series cards.

http://www.nvidia.com/object/adobe_Af...tsCS5.html

In AfterEffects is like in Filter Forge that it needs to calculate a lot of things and make a pre-render of all the image before making any kind of zoom.

Please, see the Camera zoom video difference.

http://www.nvidia.com/object/adobe_PremiereproCS5.html

Also, although really different, is Adobe Premiere Pro
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Morgantao
Can't script

Posts: 2185
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Don't forger about Allegorithmic Substance Designer 2.5.
It may be alot more expensive than FF, but it does pretty much the same, IN REAL TIME.
If they can do it, why can't FF inc?
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SpaceRay
SpaceRay

Posts: 12298
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There is still not answer on why is not possible to add GPU acceleration to FF

Please, Please, could Vladimir or anyone else be so kind to explain it

Thanks very much
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SpaceRay
SpaceRay

Posts: 12298
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I repeat again the question.

Please, Please, could Vladimir or anyone else be so kind to explain it ?

Thanks very much
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I do not care anymore WHY is not possible, because it really does not matter, what is important is if FF Inc. will have GPU support inside FF 4.0, which as said by GMM there is a confirmation that this will NOT happen, so there is no point in contiue asking WHY this will NOT happen.

I have decided to not continue requesting for faster FF because FF Inc. will not be able to do it and I have not any hope that this will happen so I have taken a decision that you can read in this thread here
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SpaceRay
SpaceRay

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I have not anymore the hope of having a FF 4.0 GPU based, BUT what I would like to know is WHY is not possible to give the touch of god to FF and rise it to the heavens making if the best software that could be available.

I mean why is not possible to make it GPU based. What are the technical reasons that makes this impossible.

Please, I would like to know why one of the best software is let down and spoiled by a slow speed.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
why is not possible to make it GPU based. What are the technical reasons that makes this impossible.

I asked this before in another thread, and got no answer from FF inc. It's not like I could help them solve the technical issues or anyting, but I would just like to know what's the problem...
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Totte
Übernerd

Posts: 1460
Filters: 107
As I programmer I can only say that "going GPU" can be easy or hard depending on how your kernel code looks, and to do that you have to pick an API for that to avoid having to handle gazillions different (and with different bugs) video cards and drivers and let that part be handled by for example OpenCL or Cuda or any other of those available, but there comes the next hook, you want it to be cross platform performing identically on two OS:es on a multitude of different drivers and cards from different manufacturers, and you want the filters to produce the same effect everywhere.

But at the same time, anyone knows if they have fixed Lua crashes on Mac OS X yet? I've almost dropped FF usage to zero because scripts just crash on Mac OS X, and FF says it's a Lua problem, but Paradox uses Lua in their cross platform games (Europa Universalis, Victoria etc etc) and they use it multi threaded in their latest Klausewitz Game Engine with no crashes.

I don't want FF to take another "big step" to render FilterForge even more useless for me just to satisfy the requests for GPU acceleration, If they can't get Lua working properly on one of two configs, how do you expect them to get GPU acceleration to work in a hundred times wider spectrum of configurations?
- I never expected the Spanish inquisition
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Morgantao
Can't script

Posts: 2185
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Totte, thanks for you insight about this. It's allways nice to hear from someone who actually knows what he's talking about smile:D

And you have some good points in your post. Iff FF team haven't figured out how to fix existing bugs, there's no point in adding new ones smile;)
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Totte
Übernerd

Posts: 1460
Filters: 107
Thx Morgantao,

I just tried to point out the underlaying problems, but yes, I agree that some operations might be possible to move to a GPU based architecture. For example blur, but then we want the blur to behave the same on every videocard supported, which is where the real problems begin to show up. Just say you have two machines and then FF blurs a little different, just noticeable, but different, then the whole preset idea will fall as presents will look different on different machines.
- I never expected the Spanish inquisition
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