Gewuerz
Posts: 3 |
Will there be a 64 bit working version?
For better and faster editing. Greetings Wolfgang |
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Posted: December 10, 2014 5:51 am | ||||||||
Skybase
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The 64bit extravaganza, the never dying feature request:
https://filterforge.com/forum/search.p...FORUM_ID=0 Although in a way, 64bit probably won't make FF any faster than it is. |
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Posted: December 10, 2014 7:33 am | ||||||||
GMM
Moderator
Posts: 3491 |
I've always wondered why so many people believe that "64 bit" equals "better".
The main benefit of a possible 64-bit version would be stability improvements with rendering huge images. Unfortunately Carbon API holds us back, and I greatly doubt we'll see a 64-bit FF5. It is still in our mid-term plans though. |
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Posted: December 10, 2014 9:02 am | ||||||||
Skybase
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Actaully it's interesting to note that up until recently Sketchup and Zbrush were 32bit applications. Zbrush announced they're going 64bit finally. I guess it's better, but most people probably don't even exceed beyond what the program was already capable as a 32bit app. Either way it's just some nice addition.
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Posted: December 10, 2014 6:25 pm | ||||||||
Rabid
Posts: 3 |
Well for one it stops you from running out of memory.
Every program I have the 64bit version always seems to be more stable and a bit quicker than it's 32bit versions. So yeah I'll take 64 bit over 32 any day myself. |
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Posted: January 1, 2015 12:06 am | ||||||||
SpaceRay
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I think that is only because 64 is more than 32 and this happens in CPU, RAM;, Hard drives, etc. more seems to be always better, but is not always true. Is true that it always seem that having a 64 bit application is much better than having a 32 bit one, and I am included in this, as it seems to be a very old thing to keep using 32 bit, but maybe I am wrong thinking this and it could be that is not always true as it will depend on which application and how it works.
YES, I think this is the main and most important reason to update the software to 64 bit, as you do not have anymore the 32 bits memory lim it, and I know that Filter Forge can ONLY use 1,5 GB RAM even if you have 16 GB RAM Maybe changing to 64 bit would not make FF faster but would be possible to use more memory, although I do not know since what resolution it would be a real benefit for this.
So I do not know if upgrading FF to 64 bit would make it better according and justifying the amount of work needed to make the conversion and then the testing As far a I know converting any application from 32 bits to 64 bit is not at all an easy task and could take much time and work, although really I do not know how much and I think also that it would also depend of each individual application and how was programmed and what language has been used. 10 Biggest Issues for Developers Migrating 32-bit Applications to 64-bits Seven Steps of Migrating a Program to a 64-bit System INTEL Developers Zone - Moving from 32-bit applications to 64-bit applications Converting 32-bit Applications Into 64-bit Applications: Things to Consider |
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Posted: January 1, 2015 1:40 pm | ||||||||
Rod_D
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I think the main reason a software goes 64 bit is because of other software going 64 bit. For instance now that PS is 64 bit Filtermeister needs to put out 64 bit plug-ins 8bf (which Alex has achieved recently). So it's all in what the software community does i believe. Many 8bf developers, Mehdi, Richard Rosenman, ect..ect, have begun to create plug-ins in either 32 or 64 bit because of Adobe going 64 bit.
When GIMP went 64 bit install their had to be either a way to run 32 bit executables (they accomplished this with an extra 32 bit folder directory), or the 32 bit plug-ins created by users were re compiled as 64 bit by the users that developed them if they were capable. That means they had to have that environment setup. I have compiled many of them myself in Windows 8.2 64 bit. Not an easy task as you have to re compile GIMP on Windows as 64 bit to get the 64 bit dll files. If you ask me it's just a hassle. It seems to be a really slow transition. On a side note, 64 bit plug-ins probably use more cores. So they could be a little faster if you have more cores that is. ![]() Rod
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Posted: January 31, 2015 6:29 am | ||||||||
trilobyte
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Posts: 12 |
64-bit generally does equal better in most apps. When running tests on general purpose apps, just the switch from 32-bit OS to 64-bit OS led to performance increases of 5-15%, and that's using an un-optimized 32-bit app.
On apps that don't make heavy use of CPU or memory, switching to 64-bit won't actually deliver much more of a benefit. However, with apps that do make heavy use of CPU and memory, 64-bit support can provide a pretty significant boost. Additionally, being able to tap into larger pools of memory opens the doors to working with much larger resolution images. All these things are absolutely crucial in a program such as Filter Forge. From my experience with FF 4.0, the program becomes extremely unstable when working with higher resolution textures. It will either crash outright, or the render stalls completely when you attempt to render/save to disk. This is happening because the application is running out of memory. Checking my activity monitor, it has never used more than 4GB on a 64GB system. Having seen, experienced, and tested other graphics, video production, and rendering apps that have made the 32->64-bit transition, I'm confident that with no other optimizations or improvements, users on modern 64-bit operating systems would see noticeable performance improvements (as well as be able to work at higher resolution). |
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Posted: February 7, 2015 11:16 am | ||||||||
GMM
Moderator
Posts: 3491 |
Due to a custom memory manager Filter Forge doesn't use more than 1500 MB of memory. |
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Posted: February 9, 2015 11:16 am | ||||||||
trilobyte
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Posts: 12 |
Ouch, that is unfortunate. Perhaps it's time to start exploring another memory management solution - even basic home computers have been coming with much more RAM than that for years, and pro users have many more times that amount of memory available. As computers and design software gets more powerful, the demand for higher resolution textures is growing steadily.
FF already has a pretty great application and interface, with loads of great filters available to users (thanks to all those who've contributed). With 64-bit support and a capable memory manager, Filter Forge could continue to be a viable solution even when working at high resolution. |
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Posted: May 11, 2015 2:26 pm | ||||||||
Skybase
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Eh.
It also speaks to the point that FF doesn't need so much RAM to run in the first place. Which is better than being a memory hog. |
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Posted: May 11, 2015 6:29 pm | ||||||||
Thomas Helzle |
- Every software that works on large images can benefit a lot from more memory when it is done right.
- The "custom memory manager" isn't doing a very good job in reality and breaks in many cases. I can't use FF on large images because of it. - I can't even set Maximum RAM to 100% in preferences since the memory manager goes bonkers in that case and rendering is getting stuck... I have to keep it at 50 to 70% in reality. - Even a 32 Bit software can use up to 4 GB RAM on a x64 system when done right... FF can't... - It would be beneficial to have a REAL plugin for Photoshop x64 that can be run directly instead of just being externally linked. - I have 32 GB of fast memory. It makes absolutely no sense to me to restrict FF to 1.5 GB. What is the point in this day and age? - The argument that software is only ported to 64 Bit "since everybody does it" is silly on so many levels. - The whole development and recognition of FF is stifled by this IMO. I personally can't see myself updating to FF 5 if it doesn't handle memory much better than 4 and allows me to use all my RAM. Cheers, Tom |
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Posted: June 11, 2015 11:37 am | ||||||||
Dave Sandilands
Posts: 6 |
I agree with Tom.
In the early days, the bespoke memory manager was probably better than Windows own (I wouldn't know about Apple devices) but leaving it at a 1500Mb max (which apparently is not even achievable in practice)has become a positive drawback in these days where 8Gb RAM has become more of a baseline for entry systems and 16, 32 and even 64GB is common in the visual arts field. Motherboards are shifting data much faster, solid state drives (SSD)are handling data much much faster as has the cabling between devices which is built to much higher specs. than just 5 years ago. The reason that Photoshop and so many other blue chip software packages embraced the move to 64 bit computing wasn't because 64 sounded better than 32, because it does take some effort to write a 64 bit version, but precisely because it is more stable and handles larger files plus the user experience is of a smoother,faster system. When everything else on your system runs fast, smooth and fault-free, the one thing that doesn't begins to look more like an annoyance. Dave Sandilands |
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Posted: June 15, 2015 3:56 am | ||||||||
Paula Lee
Posts: 1 |
I haven't purchased FF yet. If version 5 isn't going to be 64-bit, will it work within Photoshop 64-bit?
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Posted: June 27, 2015 12:28 am | ||||||||
Thomas Helzle |
@Paula Lee: It works already with Photoshop x64, even in version 4. They use a "trick" to make it work, it does not run inside Photoshop like a native effect but as an external app that is getting some information from PS (the image and alpha/selection) and delivers back a result.
It works but is rather clumsy, for instance you can't see a direct preview inside of PS. IMO FF is the best node-based filter effect available, but it's development pace is extremely slow and it's developers aren't exactly on the bleeding edge of current tech... ![]() I highly recommend it anyway for what it does already. Check the demo to see if you like it. There often are sales that go 75-80% off... Cheers, Tom |
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Posted: June 27, 2015 6:26 am | ||||||||
Skybase
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have to agree on that. KEEP US EXCITED FILTERFORGE!!! AHHH.
Here's some praise. I'm a CGI designer here, studying and working in the industry for the last 4 or 5 years. Frankly, FF is still on the cutting edge when it comes to how darn simple it is. Every other node-based tool screws with the UI or tries something revolutionary when all we need is just a damn, easy to see interface that I can put nodes down on. |
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Posted: June 27, 2015 8:51 pm | ||||||||
Thomas Helzle |
Yep, no argument there, it's really well made in the usability realm and I too would recommend it happily (and did).
But speedwise there are a lot of "new" things going on in the CG-world, GPU rendering, 64 Bit/large memory access, distributed rendering, fast compiled scripting languages ("KL" in the "Fabric Engine" for instance)... So it feels a bit funny when the FF devs are proud on a quite limited memory manager that has massive memory fragmentation issues - at least it looks like that from how it behaves at higher memory usage settings (can be well seen with the "Paint HDRtist" filter on large images). Cheers, Tom |
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Posted: June 28, 2015 9:24 am | ||||||||
Skybase
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Yeah, the pace of development for many other products is pretty impressive. I'm a Modo user and I hear Fabric Engine's coming to Modo pretty excited here.
I personally feel "GPU" is quite overrated (at this point in time), unless your machine is equipped with the latest GPU, it's a real pain to work with. Most people don't have that "latest GPU" and are running on crummy store-recommended GPUs. So the unfortunate side effect is that you get sluggish performances. One instance of GPUs kinda suffering is that it's a progressive brute-force renderer right now. There's a lot of noise, a lot of artifacts as renders refine over time. It's great if you have 2 or more GPUs at hand, but again, the market's quite limited when you think about it. I kinda still recommend CPU based rendering only because the output result is calculated, not progressively refined. The other thing is that clients really don't like seeing noise on their logos, mascots, etc, and we don't want to apply noise-filtering or median filters on images or animated sequences. We add camera profiles, grain etc later so that's the preferable workflow right now. Frankly this process out performs our GPU rig. A lot of people don't really know about this. They see all these great results but don't really know the "other side" to the issue. In the end "GPU" feels 60% marketing buzz, 40% actually usable. But I swear, I don't deny that this is really the future. So it's really not a bad thing to invest in. I frankly wish FF would do so... but it's also considerable to use products like Substance Designer. I really don't know if 64bit = better with FF really, the request's been throughly discussed on these forums. It seems that the program itself doesn't see the benefits. But I'm no official here so I can't say anything on that other than what I've seen on the forums. In the end I just want FF to stay on top of it all. The race for better tech is always there. And this program is huge, it has way too many potentials for it to be lost amongst time. I certainly don't want to just shift over to other programs just because the program's "out dated". |
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Posted: June 28, 2015 1:15 pm | ||||||||
Thomas Helzle |
@Skybase: I think you are mixing several concepts together here:
- GPU is not overrated, I use it a lot. It is simply one way to compute things, and like with CPUs, the faster the GPU, the faster the rendering. Some people run 4 Titans in one machine instead of a renderfarm... I personally have a simple Nvidia GTX 660 TI and with Thea Render, a renderer that can use CPU as well as GPU (at the same time) it is very fast already. At one point I'll invest in another, faster GPU (Thea can use multiple). - Unbiased rendering can run on CPU and/or GPU and is simply a special, physically correct form of rendering. Instead of interpolation problems or flickering in animations as in biased renderers, you get noise. For rendering logos you usually don't need unbiased rendering, for extremely realistic images it's a godsend. Which render technique you use is up to you and your needs (and there are way better de-noising tools than median... ![]() - There are also biased production renderers that use the GPU (for instance Redshift). Of course I don't know anything about the internals of FF either. I just see a graphics software that has memory problems. The usual answer to that nowadays is going 64 bit. That is not a myth or marketing, it's a solution and works in real life: For a large exhibition backdrop I rendered in 20432 x 14526 pixels at 16Bit (with Lightwave 3D x64), finetuned in Photoshop x64, applied DOF in AfterEffects x64 and did final grading in Lightroom x64. All ran very fast and without problems. The zip-compressed final TIF was 1.7 GB. Memory usage in AE was ~30 GB. I also don't know what the most efficient boost for FF would be, but it does not feel fast in it's current incarnation. No disrespect meant, but some of the discussions here are pretty uninformed... ![]() Cheers, Tom |
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Posted: June 28, 2015 2:17 pm | ||||||||
Skybase
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[Long post because discussion hitting something neat, mildly needs explanation]
Oh hey it's fine I have my own quarrel with new tech vs the rest of the world I'm in. Perhaps I'm a bit over stating when I say "overrated" I just don't think many people are informed about what's good what's bad about GPU at this time. Most people seem GPU = FASTER = BETTER. By logic it works, but at the heart of it there are issues, and those issues are slowly but surely going away. I'm really I guess trying to say I come out of a completely different workflow of things, hence I'm simply not convinced to use GPU in my current workflow, and most people who work along side, and most people who I know, as many as a couple studios, don't use GPU because of those nit-picky issues mentioned. But as an individual, I do use GPU rendering on occasion where I find worthy of usage. So I don't entirely shut the whole thing out of my existence, it's just that I can't use it on production without convincing people that it's worthy of switching over. I was the one of the early adopters of Octane renderer when I was in college, I purchased the beta just as it came out (I remember the times when $99 seemed awesome for a render engine of that quality). I used it on my projects and it really did help with the appearance of things. But I'm now working in this kind of field where you got people, unaware of anything, just yapping that my renders look grainy due to how it's rendered at 4k (10 seconds of animation). And we're not allowed to use de-noising of any sorts on these renders in post, it's just standard protocol at my work unfortunately. Yes you're right about the biased / unbiased rendering techniques for purposes of scene. I do understand that and of course do utilize that knowledge. So my opinions are kinda swayed around on both spectrums. At my studio right now I'm using IndigoRT along with Cinema4D. I personally use Modo901 which has an excellent render engine as well. And I'm super glad hearing fr om somebody who uses Thea! I'm glad I'm talking to somebody who actually has experience using that kind of stuff. Most people on these forums (not just FF) just yap GPU = FASTER = BETTER without really knowing the arguments. What people should really be doing is finding out if it works with their workflows. But seeing all these ads and people talking about it without that kind of intimacy I think leads to misdirection or just bad judgement which can be costly in the industry. By the way in regards to the 64bit version discussion here's the thing I'm taking note of: https://filterforge.com/wiki/index.php...ist#64-bit Again, not sure if it goes either way. There's clearly a benefit from being 64bit on other apps so I wonder if it's just FilterForge. Suffice to say it's at least "planned for the future" it's just "who knows when".
Don't worry, it's honestly difficult to explain all of this without mentioning my background and what I've been through. Part of me has been working in the industry wh ere protocol is strict hence leading to this kind of discussion. It's quite stone headed really, and I come out that way myself. But I've seen results based on our ways of doing things... and both GPU / CPU have their own flaws. In the end, I don't know how it all benefits FF, but if it does work itself in there, I'd be a happier person. |
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Posted: June 28, 2015 9:50 pm | ||||||||
Thomas Helzle |
I guess we will find out sooner or (probably) later.
![]() Either FF evolves or something new comes along. As for state of the art: This one recently gave me shivers: http://sub.blue/fractal-lab (give the video a bit of time, it's worth it...) And it's running in a friggin browser using webtech and of course the GPU... ![]() Cheers, Tom |
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Posted: June 29, 2015 2:40 am | ||||||||
Skybase
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Sub.blue is just pure genius you know lol. Guy's just insane. Anything that happens from Sub.blue is generally insanely awesome.
Welp, keep fingers crossed. Or otherwise there's always the alternative ![]() |
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Posted: June 29, 2015 5:34 am | ||||||||
Rod_D
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Whoa! Fractal Lab is amazing.
![]() Rod
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Posted: June 29, 2015 6:17 am | ||||||||
Vladimir Golovin
Administrator |
We already have a working 64-bit version of FF under Windows (sorry Mac users, Carbon is holding us hostage under Mac OS X so a 64-bit Mac version will take longer), however, we don't want to release it yet because we are still working on rendering speed issues (mostly related to compiler optimizations that stopped working for some reason).
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Posted: July 9, 2015 9:21 am | ||||||||
Vladimir Golovin
Administrator |
Thomas, we're currently working on integrating LuaJIT into Filter Forge. It's considered one of the best JIT-compiled scripting languages in the performance department. We ran into some technical issues with it, mostly related to multi-threading (namely, sharing / copying the state between several Lua instances). |
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Posted: July 9, 2015 9:31 am | ||||||||
Vladimir Golovin
Administrator |
Skybase, yes, absolutely yes. 64-bit = better FF. This is without question. |
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Posted: July 9, 2015 9:37 am | ||||||||
Skybase
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Oh hey that's some pretty awesome news. Glad to hear that. Sucks to be on a Mac in that case but whatever, I'm just happier hearing stories like that.
Whatever the case maybe I think people are just impatient. haha. The world's running guys, don't worry. It happens when it does. |
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Posted: July 9, 2015 9:40 am | ||||||||
Vladimir Golovin
Administrator |
I'll have a lot more to say about the GPUs in the coming months. We're actively experimenting with them at the moment. Short answer: it's not all roses. |
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Posted: July 9, 2015 9:42 am | ||||||||
Skybase
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btw in regards to that particular quote, I'm basically saying it off my experience having to deal with clients who really just want their designs n stuff rendered nicely and especially noise free. I mean these people get upset over tiny things like that and don't really understand what I'm using to make these. So in regards to it all, in the end it's better taking the safe route than the edgy new route. Catch is CPUs just work better with my current client listing.
So far Octane and all these GPU thingies have ben great for stills. They're absolutely horrible for animation, especially when dealing with the people I've mentioned. I've gotten heavy criticism and I prefer to stay safe when money's involved lol. But anyway. Nice hearing that about GPUs. hope it brings something fun to the table. |
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Posted: July 9, 2015 10:01 am | ||||||||
Thomas Helzle |
Thank you very much Vladimir, that is really good news.
I look forward to what you come up with. I don't know what compiler you are using but the Arnold renderer got pretty good speed enhancements out of the intel compiler some years back when I was following it's developments as a beta tester for Softimage XSI - no idea if it would help with the 64 Bit optimizations or if you are using it already anyway. ![]() Lua support sounds very good. I look forward to that! Compiled JavaScript can also be quite fast these days and many people know it already from web development, but I guess it's harder to get right. As for GPU: I am quite aware about the complications of working with the GPU. Quite a different kind of approach can be needed in some cases. Some years ago I was quite sceptical myself, since I found it more logical to invest my money into faster CPUs that would speed up everything I do instead of GPUs that would only speed up some specific things. But these days you a.) get very good speedups with relatively cheap GPUs. My lowly GTX 660 TI is as fast with rendering as my 6 core i7 running OC'd at 4.1 Ghz (costing 3 times as much). I plan to add a much faster GPU soon. b.) more and more software uses the GPU for realtime video effects and playback, 3D rendering, audio effects, games and all kind of computations, so it makes more sense for people to have a good one. c.) the software is getting more clever and there is more selection. Octane started it but is GPU only. Thea Render came later with GPU support but does it much better in that it uses the CPU at the same time - quite a speedup for me. And now there are biased (non-grainy @Skybase ![]() d.) Nvidia Cuda is really good nowadays and supports a lot of cool stuff. ATI/OpenCl still behind but getting better too. Again, I have no clue in how far GPU can be useful in a software like FF, but I've seen many developers being quite amazed at what speeds certain things can run on a halfways decent GPU and the trend towards GPU computation continues, so I would think it's a good idea to have a very close look on what can be done with it. Thanks and best regards, Tom |
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Posted: July 9, 2015 1:27 pm | ||||||||
Skybase
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Yeah you did mention that half way up thread so it sounds like this is something I need to try. I'm gonna give that a shot, just that I currently use Modo for most of my work. Heh... all these render engines could support Modo better. I think I looked at redshift once but couldn't use it because I'm mainly on a Mac. However, at my company we got a gaming PC so that's what I share my Modo licenses with.
By the way if nobody here knows this, I'm a FinalCut Pro X user. That program is GPU accelerated and it delivers 4k at 50fps video in no time. The software IS incredible. Just that nobody around me ever picks that thing up. So do it, it's the future. But either way, donno what's coming out of FilterForge but quite excited here. |
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Posted: July 9, 2015 7:25 pm | ||||||||
Thomas Helzle |
@Skybase: I'm not saying you have to use Redshift, I just wanted to make clear that GPU rendering/acceleration has NOTHING to do with grainy renderings. That is a myth.
It just happens that most of the initial GPU using renderers were unbiased and unbiased renderers are grainy until they are fully cooked. There are now all kinds of computations done by the GPU and "being grainy" is not what this is all about. Cheers, Tom |
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Posted: July 10, 2015 4:18 am | ||||||||
Vladimir Golovin
Administrator |
Speaking of grainy renders: this is related neither to GPU / CPU, nor to biased / unbiased. The grain effect appears because the renderer a) has to spawn a lot of secondary rays during the rendering (which happens a lot when rendering global illumination, blurry reflections and soft shadows), b) has the capacity to refine the rendering result progressively (asymptotically converging on a non-grainy ideal result as more samples are evaluated), and c) wasn't given enough rendering time to produce a result where the noise level is below human perception threshold.
TL;DR: Yes, as Thomas said, GPU-accelerated rendering can produce perfectly noise-free images. |
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Posted: July 10, 2015 7:01 am | ||||||||
Skybase
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Thomas has been always right. Don't necessarily disagree here. Oh and I took Redshift as a suggestion! Always love playing with new stuff.
It's just that I don't see it working nice with my timeline, my workflow. I gotta dig out an example where GPU just doesn't cut it. It's a really interesting situation and it happens to me once in a while. In that case I just go CPU. |
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Posted: July 10, 2015 8:45 am | ||||||||
Skybase
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Additionally Uhhh I've taken this thread way off course. My apologies!
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Posted: July 10, 2015 8:49 am | ||||||||
Thomas Helzle |
Thanks Vladimir.
You are of course right, I use unbiased rendering a lot and have no grain in my final images if I don't want to (and let them render long enough ![]() But what people usually associate with "GPU" rendering is "progressive rendering" which at first looks grainy. Progressive rendering as such is a godsend for me, since I can simply let an image render as long as needed, can save a preview at any time for review and can even stop rendering and continue later. FPrime for Lightwave (progressive renderer but CPU based) had a very fascinating render mode where you could render an animation and it would render all the images in turn, refining them in a loop. This way you were able to load the sequence into your video editor very early while still rendering and could do your initial editing while over time the images got better and better. I personally find slightly noisy renderings much more pleasant than badly interpolated ones and the human eye is much less sensitive to fine noise in animations than to the typical interpolated GI flickering - otherwise we would go crazy watching movies with filmgrain... ![]() Would be actually interesting to have a progressive mode in FF if that is possible at all. Sorry for going a bit off-topic here ![]() Cheers, Tom |
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Posted: July 10, 2015 9:09 am | ||||||||
Skybase
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Oh man ... you're gonna hate my job lol so much. [Addendum] Well ok, I have to admit, I know that letting renders run for periods of time is what's key here for noise-free renders. That's exactly what the benefit of this all is. In fact this whole discussion really shines light on what exactly is so cool about GPUs. However, there's a catch to everything. There are scenes I have experienced that I simply let the render go on for a fair number of samples, in fact hours. But when you need a 5k piece of animation rendered on time, and it's taking you 1~2 hour per frame before it appears noise-free and that's where the line is for me. It's a complex scene. And we're already inputting fairly realistic / optimal values into Octane renderer and also using a multi-GPU setup. And we're sitting here thinking "Oh god, we got 200 (or more) frames of this." 200 hours is 8.3 days.... ugh. Due date in 15 days. Now at that moment I'd probably pick that file up, do some optimization work on the same day and deliver a file that can render nearly the same thing in 15~20 minutes on a networked set of machines each with 8 CPU cores. Hence in other words, at that point it would be realistic for me to give that scene over to the render farm. (We use Amazon EC2). And I have to also consider the fact that around 90% of the people who I work with have lousy GPUs and pretty good CPUs. In other words I'm really alone doing this. I can't send these people files and ask them to do some shader work or assist me in stuff. My company would send off PC boxes with relatively expensive hardware. And it's already quite a cost having people use those, send them back to us etc. It's a lot of work. This is my reality I've lived in for around 3 or 4 years now. A beefed up machine, ridiculously high resolution video, multiple queues of work, and tight deadlines with multiple changes. So to me when people say "GPU = FASTER = BETTER" it sounds really like they never faced the problems I did and that my company did, that others have in the same industry. That "better" part really just doesn't exist. It's just GPU = FASTER. Otherwise it's just a choice to use it or not depending on the situation you run into as an individual or as a company. In short: 1. I agree with the technical stuff. It's obvious that GPU is faster than CPU rendering, it's obvious that leaving renders running for x amount of time solves the noise issue. 2. But I had situations where I can't just simply say "GPU made my life easier" it made it harder. Harder than it should have been. 3. It's merely an option. I simply don't agree with the stance that GPU = FASTER = BETTER. It's just GPU = FASTER that's it. It's not a panacea to long render times, it's just another method. 4. I see tech becoming better over time. My arguments will obviously die out eventually. New ones will arise [edits] did multiple edits to try clarify my life here. Basically sucks being me. btw Thomas, saw your site, nice work! ![]() |
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Posted: July 10, 2015 9:29 am | ||||||||
Thomas Helzle |
@Skybase: You still muddy the waters here (as far as it is related to FF at all), since you constantly throw unrelated things together.
![]() I'll let it rest now, since this has nothing to do with FF in the end. All the best, Tom |
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Posted: July 10, 2015 11:02 am | ||||||||
Skybase
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Yeah ... sorry everybody. It's all cool.
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Posted: July 10, 2015 11:08 am | ||||||||
Thomas Helzle |
Just a little heads up:
I recently tested the "Substance Designer" fr om Allegorithmic, which is similar to FilterForge in many aspects (although more 3D-Object-Texture oriented). It is x64, runs optionally on the GPU and is very fast compared to FF: Exporting complex 4K textures (all the 8 standard maps at once as png!) takes about half a minute for me. It is fast enough to be used inside of games where parameters of a Substance (= FF Filter) can be changed live... So it is doable and already done by the competition... (and I am aware that this does not help the FF devs to port their code or make it faster, I just want to move the discussion towards reality) Cheers, Tom |
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Posted: July 30, 2015 11:32 am | ||||||||
SpaceRay
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Fr om the comments that I have seen from how FF works and has been built and the evolution it has had, I think that we will NOt see any 64 bit or GPU acceleration, or any other Graphic acceleration (even without using GPU) until maybe FF 7.0
Yes, this is all true, and they have changed the software to be as fast and optimized as possible so professsional companies and professional designers that are paid for the time they work can do things in less time other than waiting an Half or a full hour for a render in FF of a High res image with most filters that are not simple photo effect. The problem with Substance designer, is that it seems that is much more complex and less friendlier than FF, and the main purpose is for creating 3D textures, and not whatever effect as you want as you can with FF. Although both are node based, I think that is difficult to compare them, and is not the same. There is no filter library available for example. It would be really great if FF could make the software faster in some way, but regretably this wish will not happen soon, or even for the next 3 years, as I do not think it will be included in FF 6.0 either. |
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Posted: July 31, 2015 11:45 am | ||||||||
Thomas Helzle |
I know this is a very old thread but since I just bought a pre-order of FF 7.0 today I thought I put a "Thanks" here for the offer to buy a price-reduced new license from my FF 4.0 license.
![]() Neither FF 5 nor 6 did convince me, but 7 is usable for my needs finally. Things have moved forward quite a lot in the meantime, I pretty much use GPU based or -supported software only nowadays, from Redshift to (not so much) Octane to Allegorithmics Substance Designer & Painter to Blackmagic Resolve etc. Would be interesting if FF will ever be able to use my (currently) two GPUs... ![]() My main 3D package these days is Houdini Core 16 and I often work on very high resolution images (10,000 px square and up) and FF 7.0 is finally able to deal with that (my 64GB Ram help with that ![]() So cheers and thanks! Tom |
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Posted: August 23, 2017 12:34 pm |
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