![]() Don't forget the context between native AE and your own GL context switching. But you can of course create your own OpenGL context (preferably a window/renderbuffer hidden) and interface the GPU as you wish. There is however no GPU related example in the SDK, only a rudimentary and broken example for pipeline fixed simple integration of OpenGL (example of name "GLator"). (2) of course, a plugin can use the GPU - in this sense there is not much difference between a plugin and a standalone application. This is exactly what I'd found for plugin development for AE/PP: (bold emphasis mine): #Editready 2.0 codeIn 5 minutes of googling I found an example OFX plugin which does everything I had asked: processes everything from GPU RAM (no copies to CPU RAM and back), has complete examples for both OpenGL and CUDA, and the overall code is clean and relatively simple. All that was ever provided was a pointer to ancient/obsolete code which used OpenGL, and required copying the video frame from CPU RAM to GPU RAM and back (which makes the whole thing just about worthless). For years I had asked for example HW acceleration examples from Adobe which show a basic plugin which can directly access GPU memory, run GPU code, then store the result in GPU memory. Third-party developers can have empathy for Adobe's in-house developers who have to work on the core product: it's no wonder there are so many bugs and development progress is slow. This is pretty cool: the OFX plugin architecture used by Resolve (and other high-end tools) is relatively simple and clean (unlike Adobe AE/PP, which is a unfortunately a mess (at this point, disaster is perhaps a more accurate description)). Unfortunately my dongle isn't on me at the moment so can't test where I am! #Editready 2.0 proAudio can be input directly from the camera digitally via HDMI, or fed in analogue via a stereo 3.5mm line/mic socket – especially useful for cameras that do not have a mic input.They say you should use the Pro version for 4K editing. Even if you aren’t recording, the Ninja V is the best monitor available today. AtomOS gives speedy playback, slow motion and frame by frame analysis for instant review.Īny production large or small needs high quality viewing. #Editready 2.0 tvAuto HDR flags mean perfect TV set up every time! Show off your skills or check your game development on the most stunning video recorder ever built!ĪtomOS gives simple tools for accurate set up and one-touch operation ensuring a great record each take. Place the Ninja V in-between your unit and the TV, and record for hours to off-the-shelf SSD drives. The display can be calibrated for perfect color accuracy every time, with playout to HDR or SDR TV sets.Ĥkp60 or HDp240 Game Recording just became fun and simple from any HDMI gaming unit. Clearly see your images in daylight on the near edge-to-edge anti-reflection screen. The Ninja screen displays a stunning 10+ stops of dynamic range in realtime from Log/ PQ/HLG signals. It’s a sleek 1” (2.5cm) aluminium body, is crafted for maximum durability, weighs in at just 11oz (320g), and attaches to any camera rig easily. The stunningly bright 5.2-inch 10-bit HDR monitor has an astounding 1,000 nits of output. 1TB will give you 2.5hrs 4K on tiny AtomX SSDmini Store edit-ready ProRes or DNxHR on affordable SSD drives and bypass your cameras internal compression and record time limits. Record up to 4Kp60 10-bit HDR video direct from your camera’s sensor, over HDMI 2.0. monitor recorder that offers amazing features to DSLR/Cinema users. ![]()
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