Does it use GPU to render?

I have a 1.1 MacPro with 2.6 quad and ATI X1800.. Will upgrading my GPU to a ati 4870 5770 help with render speeds?
Does Compressor or FCP use GPU during transcodes or log and transfers for either encode or decode?

No.
See Shane's answer to your other post.
bogiesan

Similar Messages

  • Does LR2 use GPU acceleration?  Other system requirements?

    Does LR2 use GPU acceleration as Photoshop CS4 does?
    Do you think this machine will run LR2 for some time to come:
    Dell Studio with Intel Q9400 quad core; 8GB RAM; 750GB hard disk.
    Currently using integrated graphics, but there is a PCI x16 slot available.

    >Does LR2 use GPU acceleration as Photoshop CS4 does?
    No
    >Do you think this machine will run LR2 for some time to come:
    Yes that's more than beefy enough. To use that 8 gigs, make sure you run 64-bit windows vista on it.

  • SpeedGrade render not using GPU, slow render speeds

    atHi!
    I'm grading a fan-made feature-length film situated in this really obscure place called Middle Earth, and I'm currently rendering the final output.
    Rendering speed has been really slow all along, so I decided to check upon GPU usage with a nVidiaInspector. It shows that GPU usage is between 0-5%. I'm able to get GPU usage to spike by switching to Monitor view (and scrubbing in timeline) instead of Output view in SpeedGrade. I understand that SpeedGrade is supposed to be GPU-accelerated throughout (not counting frame decompression made by codecs?), and now it seems that my CPU is doing all the lifting. CPU usage is around 100% all the time.
    Render speed varies between 0.7 FPS and 6 FPS, which is far less than I expected, as I got reasonably fluid real-time previews all along the timeline when grading. Most typical clips have two primaries, two secondaries and a vingette mask primary on top. Total render time for 1 h 50 min timeline is expected around 12 to 18 hours.
    My source material is 25 FPS 1080p CineForm AVI.
    My output format is CineForm in Quicktime container (as AVI output with CineForm coded is not supported at present time) with automatic color calibration on, no audio, alpha discarded. Framing options are not in use (Full image (no proxy), 1:1 pixel aspect ratio, same size as proxy), and rendering is happeing  at Online Quality.
    My machine's specs are:
    - Intel i5 2400S quad-core
    - 16 GB of DDR3 RAM
    - nVidia MSI GeForce GTX 470 with 1280 MB memory
    - Windows 7, 64-bit
    - SpeedGrade 6.0.4x25
    - GeForce 310.70 drivers
    Any input is appreciated.

    Maybe due to cineform quicktime?  Try other codecs to see what render speed you get. 
    Regards,
    Mark.
    PS I am geetin slow renders to cineform quicktime files from other app's (Premiere, Media encoder...)

  • Adobe After Effects, Premiere and Encoder does not use the GPU (CUDA) ?

    Please! Explain me. Why? Adobe After Effects, Premiere and Encoder does not use GPU (CUDA) ?
    Everytime i have GPU Load from 0 to 10% !!! (GeForce GTX 970) And also my CPU load is not full. Any suggestions?

    seg.48162731 wrote:
    At the moment i use AE, AP and ME CC 2014 8.2 with the latest updates. I have GTX 970 and AMD 8350. What's my problem?
    Which chipset is on your system's motherboard? Which motherboard is your PC equipped with?
    If the motherboard is using an AMD 790 or 970 series chipset, the HyperTransport bus will be running at a reduced speed, and thus the CPU performance will be worse than a quad-core Intel i5 CPU without hyperthreading. In many instances, this means that the GPU will be laying idle, waiting for the CPU to catch up.
    If on the other hand the motherboard uses an AMD 990FX chipset, then it's likely that there is something else bottlenecking your PC.

  • Is the GPU used for final render?

    Hi,
    I started using Speedgrade on my Mac Pro, and I really like it.
    I'm getting great playback of my 3K r3d files - realtime at 1/2 res with my ATI 5770,
    but when I'm doing my final render from the output tab it will only render 0.7 fps in both online and offline quality.
    So I was thinking about getting a GTX 580, but will Speedgrade use the GPU for final renders or only for playback? If it's only for playback it wouldn't make sense for me to buy one.
    I'm also struggling with getting my project from Premiere to Speedgrade,
    I can export an EDL, but this will only contain one video track - and I usually use multiple.
    Is there any way to export a sequence with more than one video track?
    Thanks

    Hey azton,
    Speedgrade is using GPU for playback and CPU for rendering.
    Regarding Rendering Speed:
    what kind of input resolution do you use? - this is crucial to improve  render time. If you want to render out Proxies for example, its recommend using input-res below FULL, generally speaking of 1/4 ... 1/2 etc Res.
    By changing InputRes only you wil already notice a speed-up, activating OFFLINE quality should give a additional boost.
    What is your Output format? DPX? QT? Your Output Resolution?
    Rendering from a 3K image + Colorcorrection/Masks/Secondary + Resizing to XXX OuputRes + Codec (h264, DNxHD) wont be ultra fast though.
    EDL:
    multiple videotracks are not supported in the CMX3600 EDL standard. You have to deal the EDL as a traditional FINAL/MASTER edit.
    hope that helps,
    D-A

  • Does flash player (latest) use GPU while loading videos from HD

    i am using flash player to load several videos in an event over keys press, in my last event some videos got stuck while playing. i am using AS3 with loader.load code for swf which contain flv player with path embed in it.
    I was playing my event with Intel i7 4th Gen (i7-4771, CPU 3.5 GHz) with 20GB DDR3 RAM & GPU NVIDIA GTX 760.
    the answer i need is what if i was using NVIDIA Quadro K1100M (2 GB GDDR5 dedicated)
    is flash player using GPU, if yes then GTX series or QUADRO series, which one is better?
    thank you

    Hi,
    You cannot request a file from a UNC path in Flash directly. In fact, this is not possible in HTML either. This might work locally, but will not work when the SWF is published.
    I recomment that you look into your server configuration. Ideally, you would have your Flash application request a file from http://www.someserver.com/myfile.flv. Then in your server configurations, you redirect this request to your network share.
    A word of caution: be sure to set appropriate permissions on these folders.
    This is a document that should get you started if you're using IIS:
    http://technet.microsoft.com/en-us/library/dd296641%28WS.10%29.aspx
    -Stephen
    Flash Player team

  • Media Encoder CC not using GPU acceleration for After Effects CC raytrace comp

    I created a simple scene in After Effects that's using the raytracer engine... I also have GPU enabled in the raytracer settings for After Effects.
    When I render the scene in After Effects using the built-in Render Queue, it only takes 10 minutes to render the scene.
    But when I export the scene to Adobe Media Encoder, it indicates it will take 13 hours to render the same scene.
    So clearly After Effects is using GPU accelleration but for some reason Media Encoder is not.
    I should also point out that my GeForce GTX 660 Ti card isn't officially supported and I had to manually add it into the list of supported cards in:
    C:\Program Files\Adobe\Adobe After Effects CC\Support Files\raytracer_supported_cards.txt
    C:\Program Files\Adobe\Adobe Media Encoder CC\cuda_supported_cards.txt
    While it's not officially supported, it's weird that After Effects has no problem with it yet Adobe Media Encoder does...
    I also updated After Effects to 12.1 and AME to 7.1 as well as set AME settings to use CUDA but it didn't make a difference.
    Any ideas?

    That is normal behavior.
    The "headless" version of After Effects that is called to render frames for Adobe Media Encoder (or for Premiere Pro) using Dynamic Link does not use the GPU for acceleration of the ray-traced 3D renderer.
    If you are rendering heavy compositions that require GPU processing and/or the Render Multiple Frames Simultaneously multiprocessing, then the recommended workflow is to render and export a losslessly encoded master file from After Effects and have Adobe Media Encoder pick that up from a watch folder to encode into your various delivery formats.

  • AME takes a long time to start encoding when using GPU Acceleration (OpenCL)

    Have had this issue for a while not (current update as well as at least the previous one).
    I switched to using GPU Hardware Acceleration over Software Only rendering. The speed for the actual encoding on my Mac is much faster that software only rendering. However, more often than not, the encoding process seems to stick at 0% waiting to start for a long time, say anywhere from 1 minute to several minutes. Then it will eventually start.
    Can't seem to find what is causing this. Doesn't seem related to any particular project, codec, output format or anything else I can see. I'd like to keep using GPU Acceleration but it's pointless if it takes 5 times as long to even start as rendering by software-only would. It doesn't even pass any elapsed time while it's hanging or waiting. Says at 0 until it starts. Like I said, once it starts, it's a much faster render than what the software would take. Any suggestions? Thanks.
    using an iMac, 3.4Ghz, 24GB RAM, AMD Radeon HD 6970M 2048 MB

    Actually, I just discovered it doesn't seem to have anything to do with OpenCL. I just put the rendering back to software only and it is doing the same thing. hangs for a long time before it starts to run. Activity monitor shows it running 85-95% CPU, 17 threads and about 615 MB of memory. Activity Monitor doesn't say its not responding, it just seems kind of idle. It took almost 7 minutes for it to start rendering.
    1- Running version 7.2.2.29 of Media Encoder,
    version 7.2.2 (33) of Premiere.
    2- Yes, a premiere project of HD 1080 source shot with Canon 60D, output to H.264 YouTube 720, fps 23.976
    not sure what you are referring to by native rendering. The rendering setting i tried now is Mercury Playback Engine Software Only if that is what you are referring to. But OpenCL gives me the same issue now.
    3- H.264 YouTube 720, 23,976 - seems to happen on multiple output types
    4- In Premiere, I have my project timeline window selected. Command-M, selected the output location I wanted and what output codec, selected submit to Queue. Media Encoder comes up, the project loads and I select the run icon. It preps and shows the encoding process setup in the "Encoding" window, then just sits there with no "Elapsed" time occurring until almost 5-6 minutes later, then it kicks in.

  • The application does not use the  screen and run in the background

    Hi
    I have downloaded a package of j2me Midlet
    from [link] here [link]
    and try to reuse the code
    but I get the following error when running the code:-
    The application does not use the screen and run in the background
    I think the error into one of these two classes
    package main;
    import javax.microedition.midlet.*;
    import javax.microedition.midlet.*;
    import javax.microedition.lcdui.*;
    import javax.microedition.media.Manager;
    import javax.microedition.media.MediaException;
    import javax.microedition.media.Player;
    import java.io.IOException;
    import java.io.InputStream;
    public class MainMidlet extends MIDlet implements CommandListener {
        private SSGameCanvas gameCanvas ;
        private Command exitCommand ;
        private Player player = null;
        public void startApp() {
      try {
           //   create new game thread
              gameCanvas = new SSGameCanvas();
              gameCanvas.start(); // start game thread
              exitCommand = new Command("Exit",Command.EXIT,1);
              gameCanvas.addCommand(exitCommand);
              gameCanvas.setCommandListener(this);
                Display.getDisplay(this).setCurrent(gameCanvas);
       catch (java.io.IOException e)
                e.printStackTrace();
            try {
                // start sounds
                InputStream in = getClass().getResourceAsStream("/resource/startfly.wav");
                player = Manager.createPlayer(in,"audio/x-wav");
                player.setLoopCount(1);
                player.start();
            catch (MediaException ex)
                ex.printStackTrace();
             catch (IOException ex)
                ex.printStackTrace();
        public void pauseApp() {
        public void destroyApp(boolean unconditional) {
            if (player != null) {
                player.close();
            System.gc();
      public void commandAction(Command command, Displayable displayable) {
           if (command == exitCommand)
                 destroyApp(true);
                 notifyDestroyed();
    package main;
    import java.io.IOException;
    import javax.microedition.lcdui.*;
    import javax.microedition.lcdui.game.*;
    public class SSGameCanvas extends GameCanvas implements Runnable {
        protected GameManager gameManager;
        protected boolean running;
        private int tick=0;
        private static int WIDTH;
        private static int HEIGHT;
        private int mDelay = 20;
        Form mainForm;
        Display display;
        //private int MaxTime;
        public SSGameCanvas() throws IOException{
            super(true);
            gameManager = new GameManager(5,5,getHeight()-10,getWidth()-10,this);
        public void start() {
                this.running = true;
                Thread t = new Thread(this);
                t.start();
        public void stop() {
            running = false;
        public void render(Graphics g) {
            WIDTH = getWidth();
            HEIGHT = getHeight();
            // Clear the Canvas.
            g.setColor(0, 0, 50);
            g.fillRect(0,0,WIDTH-1,HEIGHT-1);
            // draw border
            g.setColor(200,0,0);
            g.drawRect(0,0,WIDTH-1,HEIGHT-1);
            // draw game canvas
            gameManager.paint(g);
        public void run() {
            while (running) {
                // draw graphics
                render(getGraphics());
                // advance to next graphics
                advance(tick++);
                // display
                flushGraphics();
                try { Thread.sleep(mDelay); }
                catch (InterruptedException ie) {}
        public void advance(int ticks) {
            // advance to next game canvas
            gameManager.advance(ticks);
            this.paint(getGraphics());
    }Edited by: VANPERSIE on Jul 10, 2012 12:26 PM

    Hi Andi,
    Thanks for your reply.
    Yes, I have waited for a while and the result doesn't change.
    The Porblem here is the application is seen started in visual administrator.Only restart brings up the page back.
    Can you please suggest anything.
    Thanks and regards
    Nagaraj

  • How does one manage these new render setting for previews?

    I placed 4 HD clips from a nested into a sequence 5800 x 768 to mimic 4 side by side monitors for a multi channel video.  Each clip cut from the sequence are at 1280x720 all sitting side by side. However when I rendered the previews, they came look all squished. However when I exported the frame it looks fine in Photoshop. (I changed the uploaded image to what it looks like in Premiere in Photoshop to demonstrate the appearance in Premiere.)
    I imagine that the distortion has to do with the sequence render setting which for some reason comes out to 1918 x 253...or the pixel aspect ratio? How does one manage these new render setting for previews so it looks normal in the monitor? 
      

    Either way, I thought that this format would be a great way to view on the monitor 4 channels at the same time. I may need to place them on a “normal” 1440 x 1080 sequence in a line, bringing them down to 25% scale to make it work in the end. I did just try that. I think it will work...but when I imported and nested the old file, the scratch disks changed from the original set up on a D drive back to the main hard drive so I had to change it agin. Otherwise it works fine...so I’ll go with this for now
    These are the instructions I was given.I attched a screen save of the AE file they asked me to use (They must be on vacation, because I have not been able to get hold of them). I don't know After Effects very well:
    “As you begin creating or adapting work for e4c, you may find an After Effects template developed for this system to be helpful. Attached you'll see a zipped file with two AE templates. There is some detailed information (below) from the artist that developed these for us. In addition, a few bits of information that might help you along are:
    ·        The "Watchout"  playback system can support WMV or a QuickTime files . We like .mov files with H.264 codec best!
    ·        The end resolution of the four screens is 5120 x 720 pixels (1280x720 each).
    ·        If works are four-channel, please provide a separate audio (aiff) file so it doesn't slow any one video down.”
    Thanks for your help!

  • Publish to iOS using GPU rendering?

    Can the new publish to iOS feature use GPU rendering and if so, how does one set that?
    AIR for iOS allows CPU, GPU, Auto, and Direct options.
    Thanks.

    Is this really the only solution? I've been trying to go back to Java 1.6 following various threads found on internet but have been unable to get to work - does Adobe have any plans to fix on thier end? Here's error message I'm getting, have tried switching Air versions but didn't help. We've actually had to remove an app from app store because unable to export to fix a bug, so any help would be appreciated.
    Exception in thread "main" java.lang.Error: Unable to find llvm JNI lib in:
    /Applications/Adobe Flash CS6/AIR3.2/lib/adt.jar/Darwin
    /Applications/Adobe Flash CS6/AIR3.2/lib/aot/lib/x64
    /Applications/Adobe Flash CS6/AIR3.2/lib/adt.jar
    /Applications/Adobe Flash CS6/AIR3.2/lib
         at adobe.abc.LLVMEmitter.loadJNI(LLVMEmitter.java:577)
         at adobe.abc.LLVMEmitter.(LLVMEmitter.java:591)
         at com.adobe.air.ipa.AOTCompiler.generateExtensionsGlue(AOTCompiler.java:407)
         at com.adobe.air.ipa.AOTCompiler.generateMachineBinaries(AOTCompiler.java:1585)
         at com.adobe.air.ipa.IPAOutputStream.createIosBinary(IPAOutputStream.java:300)
         at com.adobe.air.ipa.IPAOutputStream.finalizeSig(IPAOutputStream.java:620)
         at com.adobe.air.ApplicationPackager.createPackage(ApplicationPackager.java:91)
         at com.adobe.air.ipa.IPAPackager.createPackage(IPAPackager.java:224)
         at com.adobe.air.ADT.parseArgsAndGo(ADT.java:557)
         at com.adobe.air.ADT.run(ADT.java:414)
         at com.adobe.air.ADT.main(ADT.java:464)

  • I am trying to use the Filter-Render-Lighting Effects tool but the Lighting Effects is in light grey and I can not access it can anyone hel please

    I am trying to use the Filter-Render-Lighting Effects tool but the Lighting Effects is in light grey and I can not access it can anyone help please?

    Hi again is this what you are looking for?
    Adobe Photoshop Version: 14.2.1 (14.2.1 20140207.r.570 2014/02/07:23:00:00)
    x64
    Operating System: Windows 8 64-bit
    Version: 6.2
    System architecture: Intel CPU Family:6, Model:10, Stepping:9 with MMX, SSE
    Integer, SSE FP, SSE2, SSE3, SSE4.1, SSE4.2, HyperThreading
    Physical processor count: 2
    Logical processor count: 4
    Processor speed: 1796 MHz
    Built-in memory: 3977 MB
    Free memory: 1203 MB
    Memory available to Photoshop: 3289 MB
    Memory used by Photoshop: 60 %
    Image tile size: 128K
    Image cache levels: 4
    Font Preview: Medium
    TextComposer: Latin
    Display: 1
    Display Bounds: top=0, left=0, bottom=768, right=1366
    OpenGL Drawing: Disabled.
    OpenGL Allow Old GPUs: Not Detected.
    OpenGL Drawing Mode: Advanced
    OpenGL Allow Normal Mode: True.
    OpenGL Allow Advanced Mode: True.
    AIFCoreInitialized=1
    AIFOGLInitialized=1
    OGLContextCreated=1
    NumGPUs=1
    gpu[0].OGLVersion="3.0"
    gpu[0].MemoryMB=2052
    gpu[0].RectTextureSize=16384
    gpu[0].Renderer="Intel(R) HD Graphics 4000"
    gpu[0].RendererID=358
    gpu[0].Vendor="Intel"
    gpu[0].VendorID=32902
    gpu[0].HasNPOTSupport=1
    gpu[0].DriverVersion="10.18.10.3379"
    gpu[0].Driver="igdumdim64.dll,igd10iumd64.dll,igd10iumd64.dll,igdumdim32,igd10iumd32,igd10 iumd32"
    gpu[0].DriverDate="20131218000000.000000-000"
    gpu[0].CompileProgramGLSL=1
    gpu[0].TestFrameBuffer=1
    gpu[0].OCLPresent=1
    gpu[0].OCLVersion="1.2 "
    gpu[0].CUDASupported=0
    gpu[0].OCLBandwidth=0
    gpu[0].glGetString[GL_SHADING_LANGUAGE_VERSION]="1.30 - Build 10.18.10.3379"
    gpu[0].glGetProgramivARB[GL_FRAGMENT_PROGRAM_ARB][GL_MAX_PROGRAM_INSTRUCTIONS_ARB]=[1447]
    gpu[0].glGetIntegerv[GL_MAX_TEXTURE_UNITS]=[8]
    gpu[0].glGetIntegerv[GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS]=[96]
    gpu[0].glGetIntegerv[GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS]=[16]
    gpu[0].glGetIntegerv[GL_MAX_TEXTURE_IMAGE_UNITS]=[16]
    gpu[0].glGetIntegerv[GL_MAX_DRAW_BUFFERS]=[8]
    gpu[0].glGetIntegerv[GL_MAX_VERTEX_UNIFORM_COMPONENTS]=[4096]
    gpu[0].glGetIntegerv[GL_MAX_FRAGMENT_UNIFORM_COMPONENTS]=[4096]
    gpu[0].glGetIntegerv[GL_MAX_VARYING_FLOATS]=[64]
    gpu[0].glGetIntegerv[GL_MAX_VERTEX_ATTRIBS]=[16]
    gpu[0].extension[AIF::OGL::GL_ARB_VERTEX_PROGRAM]=1
    gpu[0].extension[AIF::OGL::GL_ARB_FRAGMENT_PROGRAM]=1
    gpu[0].extension[AIF::OGL::GL_ARB_VERTEX_SHADER]=1
    gpu[0].extension[AIF::OGL::GL_ARB_FRAGMENT_SHADER]=1
    gpu[0].extension[AIF::OGL::GL_EXT_FRAMEBUFFER_OBJECT]=1
    gpu[0].extension[AIF::OGL::GL_ARB_TEXTURE_RECTANGLE]=1
    gpu[0].extension[AIF::OGL::GL_ARB_TEXTURE_FLOAT]=1
    gpu[0].extension[AIF::OGL::GL_ARB_OCCLUSION_QUERY]=1
    gpu[0].extension[AIF::OGL::GL_ARB_VERTEX_BUFFER_OBJECT]=1
    gpu[0].extension[AIF::OGL::GL_ARB_SHADER_TEXTURE_LOD]=0
    License Type: Subscription
    Serial number: 96040664679779475738
    Application folder: C:\Program Files\Adobe\Adobe Photoshop CC (64 Bit)\
    Temporary file path: C:\Users\Trisha\AppData\Local\Temp\
    Photoshop scratch has async I/O enabled
    Scratch volume(s):
      C:\, 452.3G, 51.7G free
    Required Plug-ins folder: C:\Program Files\Adobe\Adobe Photoshop CC (64
    Bit)\Required\Plug-Ins\
    Primary Plug-ins folder: C:\Program Files\Adobe\Adobe Photoshop CC (64
    Bit)\Plug-ins\
    Installed components:
       ACE.dll   ACE 2013/10/29-11:47:16   79.548223   79.548223
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       AdobeLinguistic.dll   Adobe Linguisitc Library   7.0.0
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    79.154911
       adobe_caps.dll   Adobe CAPS   7,0,0,21
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       ahclient.dll    AdobeHelp Dynamic Link Library   1,8,0,31
       aif_core.dll   AIF   5.0   79.534508
       aif_ocl.dll   AIF   5.0   79.534508
       aif_ogl.dll   AIF   5.0   79.534508
       amtlib.dll   AMTLib (64 Bit)   7.0.0.249 BuildVersion: 7.0; BuildDate:
    Thu Nov 14 2013 15:55:50)   1.000000
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    66.26830
       AXEDOMCore.dll   AXEDOMCore 2011/12/16-15:10:49   66.26830   66.26830
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       cg.dll   NVIDIA Cg Runtime   3.0.00007
       cgGL.dll   NVIDIA Cg Runtime   3.0.00007
       CIT.dll   Adobe CIT   2.1.6.30929   2.1.6.30929
       CITThreading.dll   Adobe CITThreading   2.1.6.30929   2.1.6.30929
       CoolType.dll   CoolType 2013/10/29-11:47:16   79.548223   79.548223
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       filter_graph.dll   AIF   5.0   79.534508
       icucnv40.dll   International Components for Unicode
    2011/11/15-16:30:22    Build gtlib_3.0.16615
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    2011/11/15-16:30:22    Build gtlib_3.0.16615
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    Fortran Compiler   12.0
       LogSession.dll   LogSession   2.1.2.1785
       mediacoreif.dll   DVA Product   7.0.0
       MPS.dll   MPS 2013/10/29-11:47:16   79.535029   79.535029
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       msvcm90.dll   Microsoft® Visual Studio® 2008   9.00.30729.1
       msvcp100.dll   Microsoft® Visual Studio® 2010   10.00.40219.1
       msvcp80.dll   Microsoft® Visual Studio® 2005   8.00.50727.8428
       msvcp90.dll   Microsoft® Visual Studio® 2008   9.00.30729.1
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       msvcr90.dll   Microsoft® Visual Studio® 2008   9.00.30729.1
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       Camera Raw Filter 8.4.1
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       Charcoal 14.2.1
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       Neon Glow 14.2.1
       Note Paper 14.2.1
       NTSC Colors 14.2.1 (14.2.1 x001)
       Ocean Ripple 14.2.1
       Oil Paint 14.2.1
       OpenEXR 14.2.1
       Paint Daubs 14.2.1
       Palette Knife 14.2.1
       Patchwork 14.2.1
       Paths to Illustrator 14.2.1
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       Photoshop 3D Engine 14.2.1 (14.2.1 x001)
       Photoshop Touch 14.0
       Picture Package Filter 14.2.1 (14.2.1 x001)
       Pinch 14.2.1
       Pixar 14.2.1 (14.2.1 x001)
       Plaster 14.2.1
       Plastic Wrap 14.2.1
       PNG 14.2.1
       Pointillize 14.2.1
       Polar Coordinates 14.2.1
       Portable Bit Map 14.2.1 (14.2.1 x001)
       Poster Edges 14.2.1
       Radial Blur 14.2.1
       Radiance 14.2.1 (14.2.1 x001)
       Range 14.2.1 (14.2.1 x001)
       Read Watermark 4.0
       Reticulation 14.2.1
       Ripple 14.2.1
       Rough Pastels 14.2.1
       Save for Web 14.2.1
       ScriptingSupport 14.2.1
       Shake Reduction 14.2.1
       Shear 14.2.1
       Skewness 14.2.1 (14.2.1 x001)
       Smart Blur 14.2.1
       Smudge Stick 14.2.1
       Solarize 14.2.1 (14.2.1 x001)
       Spatter 14.2.1
       Spherize 14.2.1
       Sponge 14.2.1
       Sprayed Strokes 14.2.1
       Stained Glass 14.2.1
       Stamp 14.2.1
       Standard Deviation 14.2.1 (14.2.1 x001)
       STL 14.2.1 (14.2.1 x001)
       Sumi-e 14.2.1
       Summation 14.2.1 (14.2.1 x001)
       Targa 14.2.1
       Texturizer 14.2.1
       Tiles 14.2.1
       Torn Edges 14.2.1
       Twirl 14.2.1
       Underpainting 14.2.1
       Vanishing Point 14.2.1
       Variance 14.2.1 (14.2.1 x001)
       Variations 14.2.1 (14.2.1 x001)
       Water Paper 14.2.1
       Watercolor 14.2.1
       Wave 14.2.1
       Wavefront|OBJ 14.2.1 (14.2.1 x001)
       WIA Support 14.2.1 (14.2.1 x001)
       Wind 14.2.1
       Wireless Bitmap 14.2.1 (14.2.1 x001)
       ZigZag 14.2.1
    Optional and third party plug-ins: NONE
    Plug-ins that failed to load: NONE
    Flash:
       Mini Bridge
       Kuler
       Adobe Exchange
    Installed TWAIN devices: NONE
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