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  • Optimizations, 64bit native, CUDA support
    ... acceleration I think that Adobe have changed their software from CUDA to OPENCL now and it seem to work better and compatible will the hardware "GMM I just wanted to point that we can't put aside every other task and start implementing a GPU renderer or a 64-bit memory manager." From this answer I maybe could guess and think that graphics acceleration and/or a different memory manager is not in the FF 5.0 new possible features list, and it will be for FF 6.0 or FF 7.0

  • What problems could have Filter Forge trying to use GPU acceleration?
    Author: SpaceRay. 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 ...

  • Top 2 Features
    ... also think 20 or 30 minutes for a 4000x4000 render is pretty normal (of course, it depends on complexity and all sorts of other stuff.) If you work in the 3D field, we always complain about render speed. We've finally broken new ground recently with GPU based rendering techniques. That's cool but it's totally in a developmental field and its a growing intrest.

  • Allow folders in Favorites
    ... settings over in SD; it takes time, but the benefits are MAJOR IMO. I wouldnt have begun to explore SD as much, if FF would just include a folder/arrangement/sorting system, but now I'm glad that I did. Being able to use a texture generator that uses the GPU is AWESOME. Can you imagine if FF included OpenCL/CUDA support....would be darn awesome. Till Then, more SD time for me.

  • OpenCL Support
    ... using the CPU alone. Don't tell me that it's buggy or unstable or somehow unsuitable for this kind of application. Arguments made more than 5 years ago simply don't hold true today, where the technology is cross-platform, works on AMD/nVidia/Intel GPU's, and is used by compute-intensive programs from Adobe, Apple, and a multitude of other developers looking to improve render times. As a customer, I believe it's the single most important feature you should be working on.

  • GPU based node/preview
    ... years, with quite some experience and skills in realtime/nonrealtime graphics and also common windows programming. yes, there are many cool realtime graphics / VJ software available, and they all are more or less optimised for speed, with or without GPU. i even started my own blog to write about exactly this topic: http://healthygeek.blogspot.com/ filterforge wants to create filters, and it want's to do that in highest possible quality rather than highest possible speed (and you can never have ...

  • GPU preview
    Author: kirkl13. I hate Substance designer and would prefer Filter forge anytime for anything procedural. Love the features of Filter forge. Understand it much better. The whole FF looks like rare soft done by sane person with artist customer in mind and not a crazy programmer "flexible" invention. But in fact I found myself using Substance Designer more and more every day. The only reason for that is nice realtime PBR preview with tessellation where I could see actual geometry...

  • Request: GPU acceleration (CUDA and OpenCL)
    ....filterforge.com/forum/read.php?FID=9&TID=14156) In this thread above there are many links with he same request as this thread and also a list of threads about this topic it has been said all these time until now that it was not possible to make it GPU Compatible or OPENGL or OPENCL compatible as many other do, but do not know if now that it has been converted to 64 bit it could be possible in some way

  • Optimizations, 64bit native, CUDA support
    Author: Skybase. I'm pretty sure it wasn't a 5-6 year port for FF to come out with their Mac version, so I don't see that porting it to make use of GPU's would take any longer than Windows->Mac did. Well, Carbon and Cocoa are different entities. When Adobe had to make the 64bit version of their products, they transitioned quite well for Windows so they released that earlier than the Mac version....

  • ZOOM to fit in preview screen WHEN using the reduced preview mode ?
    ... why FF can´t do it. Is there any technical reason for this ? Or is it a programming that takes lot of time and work to do ? I do not want that you explain it why not, and only to know if it is because of a technical reason, like happens with the GPU acceleration, or is other reason, no complex answer neeeded. Thanks very much

  • GPU based node/preview
    ... have systems which will support 16-32 hardware threads (16 cores), probably 8-core GPUs with different cores (say 2 base rendering, 4 custom geometry processing like Cell SPEs, 2 post processing for DX10-like render targets). Offloading tasks to GPU in such environment requires a lot of effort without great benefits (not only the architecture needs change, the algorithms of components themselves aren't very suited for GPU-based implementation). The summary is that we prefer CPU-based scaling ...

  • GPU based node/preview
    ... second in reality : the "first" one is Core Image Fun House witch comes with every Mac sold with Mac OS 10.4 Tiger). What I mean is the years to comme will see a lot of vital functions normally computed by the CPU smoothly transfered to the GPU with some "limits" : NVIDIA GeForce 7800 GT OpenGL Engine Vendor Name NVIDIA Corporation Version 1.5 NVIDIA-1.4.18 GL Shading Language Version 1.10 Renderer Name NVIDIA ...

  • Please, Could FF Inc confirm if there is any plan for CUDA/OpenGL/GPU?
    Author: Morgantao. Skybase, I don't think SpaceRay was suggesting that transitioning the whole thing to GPU based computing is an easy thing. I do however think that FF inc are relying too much on the assumption that CPUs will be fater so the future is pink. History is filled with those wrong assumptions. For example, someone once said "No one will ...

  • GPU based render
    Author: Skybase. I think at this point we have firmly established FilterForge can use a speed increase, and whether that comes in a form of GPU or CPU increase it doesn't matter. I'm sure the voices on these forums are heard by now. And look, let me be honest, these posts get pointless and useless after a while. Should mention a couple reasons: 1. They're obvious requests. Everybody would ...

  • Request: GPU acceleration (CUDA and OpenCL)
    ... basis similar to the new node setting locks so that in the end we can switch them in/out of background rendering individually, on selected nodes/node groups, and across the whole filter as a switchable and pre-selected default setting. If they were GPU rendered to top if off we'd be all set :) Also, any sort of pre-allocation on the Ram or HD's that might help speed things up should be considered. In cases with very large images 10k+ on either side, it seems to allocate ram at a slow, trickled ...

  • Why ONLY two preview sizes, Actual and Reduced ?
    Author: SpaceRay. Thanks for the answer Vladimir and confirming that Filter Forge won't have any CUDA/GPU based acceleration BUT the hope is on the new future Intel chip architecture generation, and thanks for the link that as you say looks promising. BUT PLEASE YOU DID NOT ANSWER MY MAIN QUESTION OF THIS THREAD Why ONLY two preview sizes, Actual ...

  • LIST of threads requesting the naming, numbering and re-order presets
    ... request, and I wonder if after so many years this is still a low priority thing. Is not only me and MrZun, there are many more that have requested it in all these years I understand well that it would not be possible to make the software 64 bit or add GPU acceleration, because these involves a huge work and changing much the software and lot of time, but: Is it so really much difficult to have more controls on the presets? Not only give names, also be able to reorder them with drag an drop, ...

  • Optimizations, 64bit native, CUDA support
    ... no way to tell which ones would be up to the standard I wanted so they all had to be taken to the final stage till I had the 1,000 I was after. In a case like this extra render speed goes a long way. If the batch renderer had made use of the $2k GPU I have, that time could have been reduced drastically. If the batch renderer had been 64bit then the dead time between images could have been lessened or eliminated. If the images hadn't been 200x200 and had instead been 1200x1200 that would have ...

  • LIST of threads about FF Render Speed - Requests, tips and advice
    ....com/forum/read.php?FID=9&TID=6335) FF3: Slow (http://filterforge.com/forum/read.php?FID=5&TID=9549) Is FF Inc. making something for FF 4.0 to have a FASTER render engine? (http://filterforge.com/forum/read.php?FID=5&TID=9553) The more power your GPU has, the faster a final image can be rendered (http://filterforge.com/forum/read.php?FID=9&TID=9581) Render Speed (http://filterforge.com/forum/read.php?FID=5&TID=6391) Increase usability and speed (http://filterforge.com/forum/read.php?FID=9&TID=7976) ...

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