CS4 GL Settings; Force Bilinear Interpolation?

My graphic cards are Nvidia GeForce 7300 GT and I have "Enable OpenGL Drawing" activated in CS4 and in the advanced settings, the default is Vertical Sync checked and Force Bilinear Interpolation is unchecked.
What exactly is "Force Bilinear Interpolation" and what advantage (if any) is there to turning it on?

The way I read that passage left me with an impression that there were more calculations required in Bilinear Interpolation and I would expect a slower redraw. LOL Go figure. Maybe someone who actually knows something will add to this thread.

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  • Bilinear interpolation on single pixels

    Hi friends,
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    Then I used PerspectiveTransform to get pixel position in target triangle.
    Now I am trying to use bilinear interpolation to get color of each pixels.
    If someone can help me with this, I would appreciate a lot.
    My code is below, However it dose not work properly.
    protected int biLinear(Point2D srcPt,Point2D trgPt) {
              if(((int)srcPt.getX()==(image.getWidth()-1))||((int)srcPt.getY()==(image.getHeight()-1))){
                   int gD00 = image.getRaster().getSample((int)srcPt.getX(), (int)srcPt.getY(),0);
                   int c = createPixelInt(gD00,gD00,gD00);
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              else{
                   float px = (float)trgPt.getX();
                   float py = (float)trgPt.getY();
                   float p = px - (int)px;
                   float q = py - (int)py;
                   int d00 = image.getRaster().getSample((int)srcPt.getX(), (int)srcPt.getY(),0);
                   //int d00 = createPixelInt(gD00,gD00,gD00);
                   int d01 = image.getRaster().getSample((int)srcPt.getX(), (int)srcPt.getY()+1,0);
                   //int d01 = createPixelInt(gD01,gD01,gD01);
                   //int test = (int)srcPt.getX()+1;
                   //System.out.println(test);
                   int d10 = image.getRaster().getSample((int)srcPt.getX()+1, (int)srcPt.getY(),0);
                   //int d10 = createPixelInt(gD10,gD10,gD10);
                   int d11 = image.getRaster().getSample((int)srcPt.getX()+1, (int)srcPt.getY()+1,0);
                   //int d11 = createPixelInt(gD11,gD11,gD11);
                   int c = (int)((1-q)*( (1-p)*d00+p*d01 ) + q*( (1-p)*d10+p*d11 ));
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    private int createPixelInt(int r, int g, int b) {
             return (b&0x000000ff) | ((g<<8)&0x0000ff00) | ((r<<16)&0x00ff0000)
                    | (0xff000000);
         }

    Sirian_ye wrote:
    ..My code is below,For better help sooner, post an SSCCE *(<- link)* rather than uncompilable code snippets.
    Two further points about code samples:
    - For image based SSCCEs, either hot-link to an image available off the internet, or generate one in the code. It is fairly easy to create a BufferedImage using a GrapientPaint that goes from white on one corner, to black in the opposite corner.
    - Use meaningful attribute names so that people have a hope of following what is happening.
    .. However it dose not work properly. When code does not work as you expect, try to define precisely:
    1) What it is you expected.
    2) How the result differed from that expectation.

  • Premiere Pro CS4 "Export Settings" window does not show up.

    Hello,
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    Ben,
    THANK YOU!!!! For two days I have been struggling with the exact same issue. And of course it was simple to fix, if I had just thought about it. Thank you for taking the time to post your experience. I had tried all sorts of stuff trying to get everything onto my #1 monitor, with desktop & workspace resets, resizing my display, etc. After reading and printing your post,
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    Tony Salso
    [email protected]
    Cedar City, UT 84720
    Tony—Professional Digital Pictures
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    Red Hills Southern Baptist Church
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    [email protected]
    www.redhillssbc.org

  • CS4 Playback Settings

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    Thanks for the quick reply. I made the changes, but I'm sure there
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  • Color problems using bilinear interpolation with AffineTransformOp

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         public static void main(String[] args) throws IOException {
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              for (int i = 0; i < files.length; i++) {
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  • CS4: Publish Settings window cut off

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  • Skype ignores mic/cam settings, forces all enabled

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    Eaxcatly the same symptoms for me - help would be appreciated

  • CS4: Applying settings to unopened image files

    Is it possible to apply settings to image files without first opening all the image files?

    You do know that you can open multiple raw images in Camera Raw, select All and Synchronize them, don't you?
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    Adobe Bridge Macintosh forum [CLICK HERE]
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  • Bridge CS4: Workspace settings won't stick?

    I saved a Workspace based on the standard Light Table, but with larger thumbnails. The saved Workspace shows up on the list of Workspaces near the top of the screen, and I can click on it to select it. However, when I switch to it from another Workspace, the thumbnail size is not what I originally saved (it usually gets smaller, but not always to the same smaller size...) How do I make the modified thumbnail size stick?
    Model Name: iMac
    Model Identifier: iMac6,1
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  • CS4 is Constantly disabling GPU enhancements

    Each time I open CS4 and the initial image I get this message, "Photoshop has encountered a problem with the display driver, and has temporarily disabled GPU enhancements. Check the video card manufacturer's website for the latest software."
    I'm writing to the Adobe Forum because GeForce feels they are not the cause of the problem. Here is what I've done toward resolving this problem:
    As a side note let me add here that after upgrading CS2 to CS4 this error message appeared religiously. That caused me to purchased an Nvidia GeForce 9600 GT display adapter w/ 512mb memory. Prior to installing the new card I downloaded their newest drivers for this card after removing the old drivers. Originally I had a GeForce 7600 card. The error message continued with the new card. I've searched the settings within CS4 trying to find an option that would resolve the problem. This machine has a new motherboard, a D945GNT Intel board. It will support 64-bit however I'm currently running XP Pro 32-bit, SP3. It also has a new Pentium D dual core processor. I have 4 GB of RAM.
    Have I overlooked a setting in the CS4 program that will resolve the issue? The graphics are slow to regenerate if you move in or out. Bridge is slow to generate all images in folders. As I view the tutorials on the Net I see normal regens where mine are slow. And last but certainly not least, other programs are slow to open. I've done several virus scans and turned up nothing. I've run chkdsk /r on all of my drives. I've run defrag on all my drives as well as Disk Cleanup.
    I've got a copy of Vista Ultimate heading my way. I'm prepared to wipe the c-drive and begin over. Do you think my problems will go away after the new operating system in installed or is this my second bad 9600 GT video card?

    Folks,
    I tested several older and newer cards with the new CS4 enhancements on Win XP SP3 workstations. Here my lowdown (or 2 cents):
    Issues on all cards, no matter what:
    -All cards did have the one issue when displaying an image on a 2nd monitor: Background showing through. Just maximize the image window and the problem is gone. This happens to all my 6 video cards, no matter what driver, brand or GPU!
    How to avoid the "GPU Message" and reduce drawing issues:
    Here two cards that deliver a pretty decent price/performance (nothing is perfect, really). Key: The DEVIL IS IN THE GPU SETTINGS DETAILS! With these settings, we had a good performance with brushes, clone/healing, zooming and NO MORE GPU MESSAGE:
    NVidia GeForce 8600 - 512MB
    Use the following settings, and the error messages are gone:
    -Vertical Sync: Yes
    -3D Interaction: Blank/Disabled
    -Force Bilinear Interpolation: No
    -Advanced Drawing: Yes
    -Use for Image Display: Yes
    -Color Matching: Yes
    ATI Radeon 4670 - 1GB
    -Vertical Sync: No
    -3D Interaction: Blank/Disabled
    -Force Bilinear Interpolation: No
    -Advanced Drawing: Yes
    -Use fro Image Display: No
    -Color Matching: Yes
    I really believe that you will encounter issues no matter what brand, type or age of GPU you're using. The Trick is to find the perfect GL settings for your card. Based on my research, the OS seems to have no impact.
    Hope this helps,
    Cheers,
    Bruno

  • CS4 NOT capable of sharp displays at all zoom levels

    I must have been asleep, until now, and missed the significance and importance of what follows.
    In post #11 here:
    http://forums.adobe.com/thread/375478?tstart=30
    on 19 March 2009 Chris Cox (Adobe Photoshop Engineer - his title on the old forums) said this, in a discussion regarding sharpness in CS4:
    "You can't have perfectly sharp images at all zoom levels.". Unfortunately, my experience with CS4 since its release late last year has repeatedly confirmed the correctness of this statement.
    What makes this statement so disturbing is that it contradicts an overwhelming amount of the pre- and post-release promotional advertising of CS4 by Adobe, to the effect that the OpenGL features of CS4 enable it to display sharp images at all zoom levels and magnifications. What is surprising is that this assertion has been picked up and regurgitated in commentary by other, sometimes highly experienced, Ps users (some unconnected with, but also some directly connected with, Adobe). I relied upon these representations when making my decision to purchase the upgrade from CS3 to CS4. In fact, they were my principal reason for upgrading. Without them, I would not have upgraded. Set out in numbered paragraphs 1 to 6 below is a small selection only of this material.  
    1. Watch the video "Photoshop CS4: Buy or Die" by Deke McClelland (inducted into the Photoshop Hall of Fame, according to his bio) on the new features of CS4 in a pre-release commentary to be found here:
    http://fyi.oreilly.com/2008/09/new-dekepod-deke-mcclelland-on.html
    Notice what he says about zooming with Open GL: "every zoom level is a bicubically rendered thing of beauty". That, when viewed with the zooming demonstrated, can only be meant to convey that your image will be "sharp" at all zoom levels. I'm sure he believes it too - Deke is someone who is noted for his outspoken criticism of Photoshop when he believes it to be deserved. It would seem that he must not have experimented and tested to the extent that others posting in this forum have done so.
    2. Here's another Adobe TV video from Deke McClelland:
    http://tv.adobe.com/#vi+f1584v1021
    In this video Deke discusses the "super smooth" and "very smooth" zooming of CS4 at all zoom levels achieved through the use of OpenGL. From the context of his comments about zooming to odd zoom levels like 33.33% and 52.37%, it is beyond doubt that Deke's use of the word "smooth" is intended to convey "sharp". At the conclusion of his discussion on this topic he says that, as a result of CS4's "smooth and accurate" as distinct from "choppy" (quoted words are his) rendering of images at odd zoom levels (example given in this instance was 46.67%), "I can actually soft proof sharpening as it will render for my output device".
    3. In an article by Philip Andrews at photoshopsupport.com entitled 'What's New In Adobe Photoshop CS4 - Photoshop 11 - An overview of all the new features in Adobe Photoshop CS4',
    see: http://www.photoshopsupport.com/photoshop-cs4/what-is-new-in-photoshop-cs4.html
    under the heading 'GPU powered display', this text appears :
    "Smooth Accurate Pan and Zoom functions – Unlike previous versions where certain magnification values produced less than optimal previews on screen, CS4 always presents your image crisply and accurately. Yes, this is irrespective of zoom and rotation settings and available right up to pixel level (3200%)." Now, it would be a brave soul indeed who might try to argue that "crisply and accurately" means anything other than "sharply", and certainly, not even by the wildest stretch of the imagination, could it be taken to mean "slightly blurry but smooth" - to use the further words of Chris Cox also contained in his post #11 mentioned in the initial link at the beginning of this post.
    4. PhotoshopCAFE has several videos on the new features of CS4. One by Chris Smith here:
    http://www.photoshopcafe.com/cs4/vid/CS4Video.htm
    is entitled 'GPU Viewing Options". In it, Chris says, whilst demonstrating zooming an image of a guitar: "as I zoom out or as I zoom in, notice that it looks sharp at any resolution. It used to be in Photoshop we had to be at 25, 50 , 75 (he's wrong about 75) % to get the nice sharp preview but now it shows in every magnification".
    5. Here's another statement about the sharpness of CS4 at odd zoom levels like 33.33%, but inferentially at all zoom levels. It occurs in an Adobe TV video (under the heading 'GPU Accererated Features', starting at 2 min 30 secs into the video) and is made by no less than Bryan O'Neil Hughes, Product Manager on the Photoshop team, found here:
    http://tv.adobe.com/#vi+f1556v1686
    After demonstrating zooming in and out of a bunch of documents on a desk, commenting about the type in the documents which is readily visible, he says : "everything is nice and clean and sharp".
    6. Finally, consider the Ps CS4 pdf Help file itself (both the original released with 11.0 and the revised edition dated 30 March 2009 following upon the release of the 11.0.1 update). Under the heading 'Smoother panning and zooming' on page 5, it has this to say: "Gracefully navigate to any area of an image with smoother panning and zooming. Maintain clarity as you zoom to invididual pixels, and easily edit at the highest magnification with the new Pixel Grid." The use of the word "clarity" can only mean "sharpness" in this context. Additionally, the link towards the top of page 28 of the Help file (topic of Rotate View Tool) takes you to yet another video by Deke McClelland. Remember, this is Adobe itself telling you to watch this video. 5 minutes and 40 seconds into the video he says: "Every single zoom level is fluid and smooth, meaning that Photoshop displays all pixels properly in all views which ensures more accurate still, video and 3D images as well as better painting, text and shapes.". Not much doubt that he is here talking about sharpness.
    So, as you may have concluded, I'm pretty upset about this situation. I have participated in another forum (which raised the lack of sharp rendering by CS4 on several occasions) trying to work with Adobe to overcome what I initially thought may have been only a problem with my aging (but nevertheless, just-complying) system or outdated drivers. But that exercise did not result in any sharpness issue fix, nor was one incorporated in the 11.0.1 update to CS4. And in this forum, I now read that quite a few, perhaps even many, others, with systems whose specifications not only match but well and truly exceed the minimum system requirements for OpenGL compliance with CS4, also continue to experience sharpness problems. It's no surprise, of course, given the admission we now have from Chris Cox. It seems that CS4 is incapable of producing the sharp displays at all zoom levels it was alleged to achieve. Furthermore, it is now abundently clear that, with respect to the issue of sharpness, it is irrelevant whether or not your system meets the advertised minimum OpenGL specifications required for CS4, because the OpenGl features of CS4 simply cannot produce the goods. What makes this state of affairs even more galling is that, unlike CS3 and earlier releases of Photoshop, CS4 with OpenGL activated does not even always produce sharp displays at 12.5, 25, and 50% magnifications (as one example only, see posts #4 and #13 in the initial link at the beginning of this post). It is no answer to say, and it is ridiculous to suggest (as some have done in this forum), that one should turn off OpenGL if one wishes to emulate the sharp display of images formerly available.

    Thanks, Andrew, for bringing this up.  I have seen comments and questions in different forums from several CS4 users who have had doubts about the new OpenGL display functionality and how it affects apparent sharpness at different zoom levels.  I think part of the interest/doubt has been created by the over-the-top hype that has been associated with the feature as you documented very well.
    I have been curious about it myself and honestly I didn't notice it at first but then as I read people's comments I looked a little closer and there is indeed a difference at different zoom levels.  After studying the situation a bit, here are some preliminary conclusions (and I look forward to comments and corrections):
    The "old", non-OpenGL way of display was using nearest-neighbor interpolation.
    I am using observation to come to this conclusion, using comparison of images down-sampled with nearest-neighbor and comparing them to what I see in PS with OpenGL turned off.  They look similar, if not the same.
    The "new", OpenGL way of display is using bilinear interpolation.
    I am using observation as well as some inference: The PS OpenGL preferences have an option to "force" bilinear interpolation because some graphics cards need to be told to force the use of shaders to perform the required interpolation.  This infers that the interpolation is bilinear.
    Nothing is truly "accurate" at less than 100%, regardless of the interpolation used.
    Thomas Knoll, Jeff Schewe, and others have been telling us that for a long time, particularly as a reason for not showing sharpening at less than 100% in ACR (We still want it though ).  It is just the nature of the beast of re-sampling an image from discrete pixels to discrete pixels.
    The "rule of thumb" commonly used for the "old", non-OpenGL display method to use 25%, 50%, etc. for "accurate" display was not really accurate.
    Those zoom percentages just turned out to be less bad than some of the other percentages and provided a way to achieve a sort of standard for comparing things.  Example: "If my output sharpening looks like "this" at 50% then it will look close to "that" in the actual print.
    The "new", OpenGL interpolation is certainly different and arguably better than the old interpolation method.
    This is mainly because the more sophisticated interpolation prevents drop-outs that occurred from the old nearest-neighbor approach (see my grid samples below).  With nearest-neighbor, certain details that fall into "bad" areas of the interpolated image will be eliminated.  With bilinear, those details will still be visible but with less sharpness than other details.  Accuracy with both the nearest-neighbor and bilinear interpolations will vary with zoom percentage and where the detail falls within the image.
    Since the OpenGL interpolation is different, users may need to develop new "rules of thumb" for zoom percentages they prefer when making certain judgements about an image (sharpening, for example).
    Note that anything below 100% is still not "accurate", just as it was not "accurate" before.
    As Andrew pointed out, the hype around the new OpenGL bilinear interpolation went a little overboard in a few cases and has probably led to some incorrect expectations from users.
    The reason that some users seem to notice the sharpness differences with different zooms using OpenGL and some do not (or are not bothered by it) I believe is related to the different ways that users are accustomed to using Photoshop and the resolution/size of their monitors.
    Those people who regularly work with images with fine details (pine tree needles, for example) and/or fine/extreme levels of sharpening are going to see the differences more than people who don't.  To some extent, I see this similar to people who battle with moire: they are going to have this problem more frequently if they regularly shoot screen doors and people in fine-lined shirts.   Resolution of the monitor used may also be a factor.  The size of the monitor in itself is not a factor directly but it may influence how the user uses the zoom and that may in turn have an impact on whether they notice the difference in sharpness or not.  CRT vs LCD may also play a role in noticeability.
    The notion that the new OpenGL/bilinear interpolation is sharp except at integer zoom percentages is incorrect.
    I mention this because I have seen at last one thread implying this and an Adobe employee participated who seemed to back it up.  I do not believe this is correct.  There are some integer zoom percentages that will appear less sharp than others.  It doesn't have anything to do with integers - it has to do with the interaction of the interpolation, the size of the detail, and how that detail falls into the new, interpolated pixel grid.
    Overall conclusion:
    The bilinear interpolation used in the new OpenGL display is better than the old, non-OpenGL nearest-neighbor method but it is not perfect.  I suspect actually, that there is no "perfect" way of "accurately" producing discrete pixels at less than 100%.  It is just a matter of using more sophisticated interpolation techniques as computer processing power allows and adapting higher-resolution displays as that technology allows.  When I think about it, that appears to be just what Adobe is doing.
    Some sample comparisons:
    I am attaching some sample comparisons of nearest-neighbor and bilinear interpolation.  One is of a simple grid made up of 1 pixel wide lines.  The other is of an image of a squirrel.  You might find them interesting.  In particular, check out the following:
    Make sure you are viewing the Jpegs at 100%, otherwise you are applying interpolation onto interpolation.
    Notice how in the grid, a 50% down-sample using nearest-neighbor produces no grid at all!
    Notice how the 66.67% drops out some lines altogether in the nearest-neighbor version and these same lines appear less sharp than others in the bilinear version.
    Notice how nearest-neighbor favors sharp edges.  It isn't accurate but it's sharp.
    On the squirrel image, note how the image is generally more consistent between zooms for the bilinear versions.  There are differences in sharpness though at different zoom percentages for bilinear, though.  I just didn't include enough samples to show that clearly here.  You can see this yourself by comparing results of zooms a few percentages apart.
    Well, I hope that was somewhat helpful.  Comments and corrections are welcomed.

  • CS4 crashes regularly

    Hi,
    As others have already reported, I'm also experiencing repeated crashes
    when using CS4. This can happen at any time:
    - when loading an image
    - when creating or modifying a selection
    - when editing the image
    No obvious pattern detected. After the crash, when I relaunch PS, I
    often (not always) get a message telling me that GPU acceleration/
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    OpenGL drawing disabled.
    I'm using a Windows XP Pro SP3, a GeForce 6600 GT with the latest driver
    (version 178.24, October 15, 2008) and the motherboard is an ASUS
    A8N-SLI Premium running an AMD Athlon 64 X2 Dual Core 4400+ with 3GB of
    RAM.
    I recently made some changes to the NVidia settings and had no crash
    since then:
    - Use my advanced 3D image settings
    - Anisotropic filtering 16x
    - Anti aliasing : 8xS
    - Conformant texture clamp: Off
    - Error reporting: Off
    - Extension limit: Off (if you set this to On, PS crashes and disables
    OpenGL drawing)
    - Force MipMaps: None
    - Maximum pre-rendered frames: 0
    - Single display performance mode
    - Texture filtering settings: Off with exception of 2
    - Negative LOD Bias : Clamp
    - Quality: High quality
    - Threaded optimization: On
    - Triple buffering: On
    - Vertical Sync: Force On (also On in PS as well as "Force Bilinear
    Interpolation" and "Advanced Drawing")
    If this can help...
    Patrick

    I have tried out the settings suggested by Patrick with Nvidia FX3450 graphics, driver version 178.46.
    So far I have had no crashes.
    However I find that the changes have the effect of disabling OpenGL drawing (even though the OpenGL box remains ticked in the Performance Preferences). So smooth panning, flick panning, rotate etc don't work, and redrawing is slow. Trying to use the rotate tool, for example, gives a warning dialogue saying that the tool is only available in an OpenGL enabled workspace window. This is despite OpenGL being enabled and Photoshop apparently not having disabled it.
    So I expect that we are nowhere forward except for an increased suspicion that the graphics settings have something to do with Photoshop crashing on some systems.
    I think that the Photoshop engineers need to look at this further. In the meantime, does anyone know which of the above settings might cause OpenGL to be disabled? (I should point out that not all of the above appear in my Nvidia 3D settings. I only applied the changes to those that are. I've really no idea what any of them mean.)

  • Brush Lag? - Here are OpenGL settings that improve performance

    For anyone having horrible Brush lag, please try the following settings and report your findings in this thread.
    After much configuring and comparing CS4 vs CS3, I found that these settings do improve CS4's brush lag significantly. CS3 is still faster, but these settings made CS4 brush strokes a lot more responsive.
    Please try these settings and share your experiences.
    NOTE: these do not improve clone tool performance, the best way to improve clone performance right now seems to be to turn off the clone tools overlay feature.
    Perhaps Adam or Chris from Adobe could explain what is happening here. The most significant option that improved performance appears to be the "Use for Image Display - OFF". I have no idea what this feature does or does not do but it does seem to be the biggest performance hit. The next most influential setting seems to be "3D Interaction Acceleration - OFF"
    Set the following settings in Photoshop CS4 Preferences:
    OpenGL - ON
    Vsync - OFF
    3D Interaction Acceleration - OFF
    Force Bilinear Interpolation - OFF
    Advanced Drawing - ON
    Use for Image Display - OFF
    Color Matching - ON

    Hi guys,
    As I am having very little problems with my system I though I should post my specs and settings for comparison reasons.
    System - Asus p5Q deluxe,
    Intel quad 9650 3ghz,
    16gb pc6400 800Mhz ram,
    loads of drives ( system drive on 10K 74gb Raptor, Vista partition on fast 500gb drive, Ps scratch on an another fast 500gb drive, the rest are storage/bk-ups ),
    Gainward 8800GTS 640mb GPU,
    30ins monitor @2560x1600 and a 24ins 1920x1200,
    Wacom tablet.
    PS CS4 x64bit
    Vista x64
    All latest drivers
    No Antivirus. Index and superfetch is ON, Defender is ON
    No internet connection except for updates
    No faffing around with vista processes
    Wacom Virtual HID and Wacom Mouse Monitor are disabled
    nVidia GPU set to default settings
    On this system I am able to produce massive images, the last major size was 150x600cm@200ppi and the brushes are smooth until they increased to around 700+ pixels then there is a slight lag of around 1 second if I draw fast, if I take it slow then there's no lag. All UI is snappy.
    I have the following settings in Photoshop CS4 Preferences:
    Actual Ram: 14710MB
    Set to use (87%) :12790MB
    Scratch Disk
    on a separate fast 500gb - to become a 80gb ssd soon
    History state: 50
    Cache: 8
    OpenGL - ON
    Vsync - OFF
    3D Interaction Acceleration - OFF
    Force Bilinear Interpolation - OFF
    Advanced Drawing - ON
    Use for Image Display - ON
    Color Matching - ON
    I hope this helps in some way too...
    EDIT: I should also add that I Defrag all my drives with a third party defrag software every night due to the large image files.

  • A few questions about OpenGl acceleration

    My system:
    Vista Ultimate 32bit, Intel Q6600, Geforce 8600GT/512MB, 4G Ram, newest card driver.
    1. Do the graphics driver setting have any influence on Photoshop? If yes, what are the recommended settings?
    2. Flick panning is stuttering a bit. Is my card too slow then?
    3. When I do "flick-panning" it sometimes happens, that I get to an area of the picture that is displayed extremely blurry. That means I start flick-panning in a sharp area and after a second or so I get to a blurred area. The graphics card seems to wait until the pannnig stops completely before it renders the picture sharp. Why doesn`t it render the picture sharp WHILE panning? Again, is my card too slow?
    4. Birdseye view. If I`m zoomed in in a very large picture and press the H-key and press the mouse button to zoom out (birdeye view) I often get a view of the picture that is partly blurred. As soon as I release the mouse to zoom in again it gets sharp....but not before (in the zoomed out-view).
    5. Color management: To get colormanagement I have to switch on "color matching" in the advanced OpenGl options. Otherwise the picture is displayed like in a browser without colormanagement. But if this option is on, I get slight banding in a black/white gradient in the shadows.
    This gets really ugly if I make a black/white gradient in a huge colorspace like ProPhoto.
    6. When OpenGl is off, screen redrawing is much slower than in CS3.
    In CS3 it takes about 1/10sec for the whole picture (my screen res is 1024/1200), in CS4 it takes about 5/10sec (just estimating).
    The side effect of this is that no matter wether OpenGL is on or off, moving parts of the picture with the move tool is MUCH slower than in CS3.
    After all, don`t get me wrong....I really like the new GPU stuff. Just trying to figure out wether I can get it even better.
    Can some of you Adobe guys explain, please?

    Stefan, I just installed a new EVGA nVidia GTX 9800 card with 512MB onboard. I've been looking for any help on the advanced "use OpenGL drawing" preference options and haven't found anything.
    Is "flick panning" where you use the hand tool to activate a pan - and with hardware acceleration you get a ballistic response? Adobe calls it a hand toss. I get some mild stuttering doing that. Compared to the ATI FireGL v3400 card I just replaced, dynamic zooming is smoother with the new card, but the ballistics is something I'd like to disable so there's no lag when I lift my stylus before zooming stops.
    Doing bird's eye view most of the time I'm not seeing any artifacts, but occasionally I see a rectangular area within the full image view blurry (as if it's the first step in a progressive rendering).
    The 178.24 nVidia control panel lets you adjust settings for individual applications. As far as I can tell, only the feature "Multi-display/mixed-GPU acceleration" is different than the global settings with its boldface "compatibility performance mode" enabled.
    If I disable "color matching" in the advanced drawing GPU preferences, if convert a wide gamut image to sRGB, the preview in the conversion control panel is fine, but after conversion the image is no longer color managed. It's very obvious on my wide gamut display. If I save the image, it converted as previewed and will display accurately when reopened.
    I think CS4 without GPU enhancement is a slug compared to CS3. I think there will be a mass movement to graphics card upgrades with this release.
    Bridge color management turns off if I enable "software rendering" in preferences. So I can either have unscrambled pdf previews after page one in some documents, or I can have CM working - but not both. This is consistent between my new graphics adapter and my old one. I got the new one to get past the severe 128MB limitations on Photoshop's OpenGL performance. PS gave me warnings that GPU acceleration would work with only two windows open, and tonight I found technotes with some tantalizing but unspecific information:
    This technote talks about the features vs. onboard graphics memory:
    http://kb.adobe.com/selfservice/viewContent.do?externalId=kb405745
    This technote has troubleshooting info, and some information on the advanced GPU preferences:
    http://kb.adobe.com/selfservice/viewContent.do?externalId=kb404898
    "Q. What are all those Advanced Settings options and what do they mean?
    A. Advanced Settings options:
    Vertical Sync: Reduces tearing by syncing the frame rate to that of the display.
    3D Interaction Acceleration: Increases the clicking speed when working with 3D forms. If you experience drawing problems that correct themselves when you let up on the mouse button, turn this option off.
    Force Bilinear Interpolation: Tells the GPU to perform high precision modeling and smoothing functions when you use a card that doesn't support those functions for certain image types.
    Advanced Drawing: Allows the GPU to perform, and therefore speed up, certain tasks, such as color matching, depth conversion, HDR tone mapping, and checkerboard compositing.
    Use For Image Display: Doubles the use of video RAM used to display the main image when you use multiple images, large images, or large 3D models. It's available only on display cards that have 512 MB RAM or more.
    Color matching: Can be used to avoid the display of visual artifacts."
    So is color management going away a "visual artifact" - as usual, you have to dig to find basic help info and it's usually very sketchy when you do find it.
    I'd like to invite all the self-appointed forum enforcers to take a hike. If you have a problem with a post or reply, save us from having to wade through your petty, snarky responses. You're not contributing and you're not entertaining anyone but yourselves.

  • Problem with JPGs Downlaoded with Nikon Transfer - Can't Apply Develop Settings in Bridge CS4 and ACR 5.3 Settings Don't Stick

    I have found what I believe is a "problem" with JPGs downloaded using Nikon Transfer (ver 1.4.1) and processing same in Adobe Bridge CS4 (Develop Settings) and/or Adobe Camera Raw 5.3 (Photoshop CS4 and Elements 6 as hosts).
    Anyone using these programs in their workflow?
    The problem, quite simply, is that neither ACR settings (nor Bridge CS4 Develop Settings) "stick" when applied to JPGs that have been downloaded via Nikon Transfer ver 1.4.1.
    The same images from the same cameras (D300 and D90), downloaded moments later using Nikon's predecessor software PictureProject work just fine in both Bridge and ACR.  Develop Settings appled in Bridge immediately are seen, and JPGs opened in ACR, and settings applied, then "Done" immediately stick and are reflected in Bridge.
    If someone else is processing their JPGs in this manner, please let me know, as I have reported the problem to both Nikon and Adobe, and although I have tested it on two different cameras and two differnt laptops, I would like to get an impartial result as well.
    One other test, the problem does not seem to affect Nikon's RAW (NEF) format files downloaded from a D2x using Nikon Transfer.  More/different test are forthcoming.
    Thanks
    jeff

    ALoverofNikon wrote:
    I have generally thought that using the camera manufacturer's software was the safest and most conveneint
    Can't say one way or another on that statement about using manufacturers' software.  Since Adobe has to interpret each camera models' RAW format having the latest ACR seems to be the best option.  But if the manufacturers' software is more convenient, and you get the same results then use it.  But it does appear you are not getting what you want, so suggest you try a duplicate test run with images straight from the card reader to Bridge and see if you still have same problems.
    I do know it is widely recommended that using a quality card reader gives you more reliable data than getting the pictures straight from the camera.  Does not seem intuitive, but that has been experience of many.

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