PPBM5 Questions and GPU Rendering Concerns

Bill and Harm, i figured i woud post this here instead of a private email so as to get some opinions and input from others.
I am a bit confused with the logic behind the gpu testing and want to make sure i understand how this is working and make sure i dont have any problems with my machine.
I just wiped out my 8 core, 20GB ram, SSD, gtx 460/2GB, machine and put a fresh win7/64 on it with cs5 and nothing else.
i am planning on doing various tests with the SSD, then SATA Raid, then my 4gbit fibrechannel in combinations.
My concern is over the gpu acceleration and timeline rendering. My basis for wanting these gfx cards with cs5 is on the PPBM results showing all kinds of double digit speed gains with MPE enabled.
I have 8 of these machines and need to upgrade them all so i am concerned to make sure what i am doing and what i am getting for it.
my first obvious question for everyone else is when you load the benchmark in what do you see on the timeline? i have all yellow except for two small red lines near the end of each section where the curtain and cube effects are at.
Now when i hit the spacebar to play the timeline at starts out ok but then hits the 8 second mark into it and chokes out the rest of the way skipping frames and drawing maybe 3-5 frames per second until it gets through the rest.  Is this what happens for everyone else or does your system play the yellow area smoothly?
Is this a by-product of my manually putting the 460 into my supported cards file and premiere not properly calculating what the gpu can and cannot accelerate?
Now as for the benchmark testing itself when i hit enter it simply renders out those 2 effects that have the red line then starts playing the same choked out skippy video as before.
So if this speed is calculated and then the speed of my cpu rendering the entire timeline then how is this an effective comparison? if i simply remove those two effects at the end then i still have that big complicated timeline and yet if i hit enter it just plays choppy video instantly and nothing is rendered, so compared to my cpu thats a bazillion times faster but i dont get anything out of it as the video doesnt actually play with the gpu.
My real concern and need is flat out rendering speed for encoding. i had high hopes that getting a video card with hundreds of cores on it would magically render out mpeg 2 files 10-20x faster then my cpus can.
i saved out a pic of my cores when i am playing the timeline, you can see they are not being maxxed out.
Before i wiped my system out i tried the trial version of the mainconcept gpu encoder and it went slower with the gpu than it did with my cpus. Their email response to me was that gpu rendering is more of an advantage against slow cpu systems. and my cpu's were too fast in comparison. I find this hard to believe in that my system is several years old now. thier own performance comparison charts show a tremendous speed increase over modern I7 processors.
On a side note - DONT INSTALL MAINCONCEPT TRIAL ENCODER!- it hijaacked my mpeg encoding/decoding even when i wasnt using it and it was watermarking all my stuff in premiere with its logo!
I also have been using a program called canopus procoder which does great encoding with multi cores, a standard dv to mpeg2 encode on my system maxxes all 8 cores and renders about 14x faster than realtime.
I hoped a cuda card could increase this speed for me and render faster then that directly out of premiere. I would think during rendering your cpu's and gpu's would work together at 100% usage to go as fast as possible. i would like to see 20-30x realtime speed for mpeg2 encoding in my situation.
Thanks and i look forward to any input or help or even a simple "click on this and yoru problem is solved" 

harm, thats kind of funny actually, you show us a report of your dropped frames on playback then say you cant tell us how because of NDA, yet we obviously know you have an app that reports the dropped frames during playback
But thats ok, anyways as far as your ppbm goes i love it and dont mean to desparage it in any way, i have been a big supporter and love the work you and bill have put into it. I am really just trying to have a better understanding of how it works.
My concern is more about premiere as opposed to ppbm.  I want to know if my system matches what everyone else sees, when i load the project is get this:
i just want to make sure everyone else has the same tiny red sections that premiere feels it can't play.
previously premiere has always either played in realtime at 30fps or shown a red line which needs to be rendered. then if you render it you get full 30fps playback on the entire timeline.
now with this new gpu workflow i can only render those two tiny little red sections and the rest of my timeline plays at about 2 or 3 fps from 8 seconds into the timeline until the end.
So I actually have no physical way to see my video at full 30fps without changing to software mode and rendering the entire timeline?  or am i missing something here?
Isn't premiere supposed to recognize when it cant keep up with 30fps playback and change that section of the timeline to red?
And on a side note i still have to say i am fairly annoyed that an adobe employee took it upon themselves to move my thread into the unpopular generic premiere hardware forum, when this is a very specific premiere cs5 question thread. I have never even looked in this forum for any cs5 posts before now and had hoped to get more feedback from users in the main premiere cs5 forum.  A lot of companies like to treat their customers well and the old addage "the customer is always right" doesn't seem to apply anymore. My company probably has purchased over $1,000,000 in adobe software licenses over the years which i feel would make me a valuable customer, and i have some important questions i need to ask about the new version of your software and how it is supposed to work.
thanks

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    Starting from an organizational unit, evaluation path O-S-P is used to establish all persons who belong to this organizational unit or subordinate organizational units via their positions.
    16. What is Managers Desktop used for?
    Ans. Manager's Desktop assists in the performance of administrative and organizational management tasks. In addition to functions in Personnel Management, Manager's Desktop also covers other application components like Controlling, where it supports manual planning or the information system for cost centers.
    17. Is it possible to set up new evaluation paths in Customizing?
    Ans. You can use the evaluation paths available or define your own. Before creating new evaluation paths, check the evaluation paths available as standard.
    18. Which situations require new evaluation paths?
    Ans. When using an evaluation path in a view, you should consider the following:
    Define the evaluation path in such a manner that the relationship chain always starts from a user (object type US in Organizational Management) and ends at an organizational unit, a position or a user.
    When defining the evaluation path, use the Skip indicator in order not to overload the result of the evaluation.
    19. How do you set up integration between Personnel Administration and Organizational Management?
    Ans. Integration between the Organizational Management and Personnel Administration components enables you to,
    Use data from one component in the other
    Keep data in the two components consistent
    Basically its relationship between person and position.
    Objects in the integration plan version in the Organizational Management component must also be contained in the following Personnel Administration tables:
    Tables                    Objects
    T528B and T528T     Positions
    T513S and T513     Jobs
    T527X                    Organizational units
    If integration is active and you create or delete these objects in Organizational Management transactions, the system also creates or deletes the corresponding entries automatically in the tables mentioned above. Entries that were created automatically are indicated by a "P". You cannot change or delete them manually. Entries you create manually cannot have the "P" indicator (the entry cannot be maintained manually).
    You can transfer either the long or the short texts of Organizational Management objects to the Personnel Administration tables. You do this in the Implementation Guide under Organizational Management -> Integration -> Integration with Personnel Administration -> Set Up Integration with Personnel Administration. If you change these control entries at a later date, you must also change the relevant table texts. To do that you use the report RHINTE10 (Prepare Integration (OM with PA)).
    When you activate integration for the first time, you must ensure that the Personnel Administration and the Organizational Management databases are consistent. To do this, you use the reports:
    •        RHINTE00 (Adopt organizational assignment  (PA to PD))
    •        RHINTE10 (Prepare Integration (PD to PA))
    •        RHINTE20 (Check Program Integration PA - PD)
    •        RHINTE30 (Create Batch Input Folder for Infotype 0001)
    The following table entries are also required:
    •        PLOGI PRELI in Customizing for Organizational Management (under Set Up Integration with Personnel Administration). This entry defines the standard position number.
    •        INTE in table T77FC
    •        INTE_PS, INTE_OSP, INTEBACK, INTECHEK and INTEGRAT in Customizing under Global Settings ® Maintain Evaluation Paths.
    These table entries are included in the SAP standard system. You must not change them.
    Since integration enables you to create relationships between persons and positions (A/B 008), you may be required to include appropriate entries to control the validation of these relationships. You make the necessary settings for this check in Customizing under Global Settings ® Maintain Relationships.
    Sincerely,
    Devang Nandha
    "Together, Transform Business Process by leveraging Information Technology to Grow and Excel in Business".

  • Why mac pro 2013 not supporting illustrator GPU rendering

    Here, all nvidia cards supporting this:
    http://helpx.adobe.com/illustrator/kb/gpu-performance-preview-improvements.html
    now I'm thinking, that buying the new mac pro 2013 maybe wasn't the best idea... Apple put in AMD GPu's, that is fine by me, but come on, give us some more support for them! Normal windows PC (for 800€) with nvidia GPU is faster at rendering in Illustrator, than my workstation mac (3500+€)! Really? O.o
    And story doesn't end here. I was reading one article about GPU usage in this new mac pro and then I tested it myself. Only one GPU is used and the other is barely touched! And this goes for Maya, photoshop, illustrator and other adobe programs. I was shocked, that I discovered I have one GPU to warm up my room and only one actually doing all the work.
    Ok I understand, that also software developers needs to support stuff and write their software to actually use GPU's, but adobe creative suite is one of examples, where software is actually capable of using GPU via openCL and in some cases even CUDA from nvidia.
    And there is one more thing: new mac pro, has 2 identical AMD GPU's inside, which can work in crossfire configuration under windows in bootcamp, but not in OS X. Sometimes I even play some games on my mac and sometimes I'm testing them (I'm artist, but I also like to develop and test some games in my free time) and it's kinda a shame, that I can run games with better performance under windows in bootcamp.
    When I bought this computer I thought this is going to rock and sweep up with all my previous machines. Well in practice it is much of unused potential and great room warmer. It's kinda sad, that on my girlfriend's PC I can play games with better frames and details on GF 660GTX than on my mac pro... I know I know, mac's aren't for gaming, but hey, sometimes it is good to get my mind on rest and blow up some enemies!
    I'm not saying mac pro isn't great product, which is (very great). But support to use all computer capabilities is very limited and Apple should kick developers in their back side and push them to start developing things to use GPU's more.
    I'm also not expecting Apple to jump on their feet and fix problems overnight. No, just start thinking of adding more support and things that would make our computers much more used and not only good decoration on desk. First would be a good steep adding crossfire support to OS X. That might even help at rendering some 3D scenes?
    Next step would probably be better cooperation with software developers, like Adobe , Autodesk,... If adobe made good support for GPU rendering in Illustrator, aim that we get that support soon as well. I'm sometimes having a lot of paths and objects and rendering goes pretty slow then.
    I'm also thinking about that AMD choice Apple made wasn't so good when you see that Nvidia puts much more effort into supporting more and more stuff, while AMD is sitting idle not even updating their drivers anymore.
    Oh and one more thing: Can we please, please, please, please, preeeeeetty please get 10-bit output support on OS X? It's kinda sad, having good mac workstation with 10-bit capable monitor (dell UP2414Q) and no support for it, while other PC workstations all support it... Photoshop is working much better on OS X and here I have much better integration and everything and I really love working in Photoshop running on OS X, but some basic things are missing and I'm really asking myself sometimes: was that good decision? Photoshop was first written for macs and in 2014 there is much better support for adobe software on windows than on OS X. Where went wrong?
    Don't take me wrong and think I'm just ranting here without any good reason, but think: buying very expensive computer that is supposed to make creative work easy and painless is actually just on paper. In reality computer potential is pretty much unused and that makes me thinking if I would be much better buying iMac instead of mac pro...
    TL;DR: I wish for some more support from Apple for their new expensive mac pro's 2013. They are great piece of equipment, but equivalent PC's running windows are surpassing them in this department, specially when GPU's are involved. Now I would like to point this out to Apple, so I don't know where to write so they will read so I first wrote that here. I hope someone from Apple reads this and give us some feedback on those missing things or maybe I get direction where to write to Apple so I get maybe some response from them(?):
    -not enough GPU support for creative software (adobe suite, autodesk,...) - nvidia + windows offering much more for less money?
    -no crossfire support on OS X. Any particular reason for that?
    -no 10-bit support for 10-bit displays. Why not? Hardware is capable, why software isn't?
    -lack of openCL software out there. Apple isn't doing much to get more support or developers just too lazy to put more effort into this? GPGPU isn't the future as some companies are trying to convince us?

    Grant Bennet-Alder wrote:
    All displays are supported by one GPU -- the display GPU. The second GPU is reserved for un-interrupted GPU computing and has no Display output Hardware.
    Anandtech has a discussion of this in his review of the late 2013 Mac Pro.
    Under OS X the situation is a bit more complicated. There is no system-wide CrossFire X equivalent that will automatically split up rendering tasks across both GPUs.
    By default, one GPU is setup for display duties while the other is used exclusively for GPU compute workloads. GPUs are notoriously bad at context switching, which can severely limit compute performance if the GPU also has to deal with the rendering workloads associated with display in a modern OS. NVIDIA sought to address a similar problem with their Maximus technology, combining Quadro and Tesla cards into a single system for display and compute.
    from section 9:
    http://www.anandtech.com/show/7603/mac-pro-review-late-2013/9
    Another problem here: on windows bootcamp crossfire IS working, but not in OS X. As I wrote, sometimes it would be better to get more rendering power than computing power (actually at current state of GPU computing software, computing GPU isn't working very much if at all). It would be nice to have an option to switch on and off crossfire so we could use more rendering power when needed.
    Also not all people are doing video rendering on their computers. What about 3D modelling and 2D work in photosohp? And maybe people like me are occasionally wish to play some games on their mac?
    You linked me GPU usage from one program (probably adobe after effects or premiere pro or apple final cut X?), that is probably one of the only pieces of software that actually uses both GPU's under OS X. I made same experiment with software I use and I even tested some software I don't use but it is advertised it is "optimized" for mac pro like pixelmator.
    And guess what? Second GPU is 99% time idle. Even when some stuff is using openCL in Photoshop, stuff is still computed on rendering GPU and not on computing one, which makes computing GPU just a good room warmer as I wrote before. Wouldn't be better to at least use second GPU for something than heating air?

  • Integration of  SQL Developer and Data Modelling - concerns.

    In aanother thread about OSDM connections, I commented that the development team for OSDM and the core product seem to separate and Sue responded.
    Sue Harper wrote:
    A clarification of the Data Modeling feedback application and this forum. The developers are part of the SQL Developer development team, but as for all our features, each developer has a focus area, so the Data Modeling developers will tend to answer those questions. The reason I said that they seem to be separate as that ODSM seems to be put together completely differently. I hit another example today. I downloaded a fresh copy of osdm without JDK. On starting it up, it complained it couldn't find a jre and quit. There was no prompt to specify the location as there is with SQLDevloper and there are no configuration files to edit.
    SQLDeveloper already has issues with different components doing the same differently. The number of problems has been reduced but it has taken some time and I am concerned that the introduction of a large body of new code will cause things to revert to the bad old days in terms of quality.
    I may or may not end up using OSDM, but I want to have the choice. I don't want components I don't use becoming part of the application and adding bloat. The migration components are a case in point. The "migration workbench" ought to be a completely separate add-in rather than a core component and I hope this is down with OSDM.

    Jim,
    "I don't want components I don't use becoming part of the application and adding bloat." Absolutely. and we agree. SQL Developer Data Modeling will be a separate standalone product so that users who don't want to use SQL Developer, but who do want to model will have that option. The nice thing about an integrated solution is that if you are doing database work and then want to do some modeling, you are in one tool. Our current plans are to release the standalone product in the initial production release and then follow that with the extension to SQL Developer depending on the customer demand. We do plan to release a read only viewer as part of SQL Developer 2.0. This will be an extension, which like the Migration extension, you can switch off. and from your note, you'd prefer the reverse, that these new extensions are pieces you choose to include and not choose to exclude.
    I'm not certain we'll get agreement on this, but I'll be interested. Just this morning I was updating a thread were the request was for all the pieces to be there working out of the box.
    Sue

  • 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)

  • Unable to enable GPU rendering in Project Settings (CC 2014)

    I have two GTX 580s installed and the option for GPU rendering is grayed out in the project settings dialog box. Any ideas on why that is and how to fix it?

    Always make sure you have the latest display drivers for your GPU. Go to nvidia.com/drivers

  • Why is connection speed and page rendering so much slower in FF 3.6.13?

    After installation of the 3.6.13 upgrade, website connection and page rendering speed became significantly slower than in all previous versions. I searched the knowledge base and Forum and found this post:
    http://support.mozilla.com/en-US/questions/668695#answer-108852
    After changing settings as described in the post, speed was easily more than doubled.
    I'm wondering if anyone else has experienced the slowdown in connection and rendering speed with 3.6.13. And also why, if the settings worked so well for me, they aren;t standard in FF?

    http://www.nasdaq.com/asp/quotes_news.asp?cpath=20040608\ACQBIZ200406080001BIZWIRE_USPR_____BW6209.htm&symbol=amd&selected=amd&kind=&mode=basics&formtype=&mkttype=&pathname=&page=news

  • New Flash Player and GPU acceleration...

    Hy.
    I played this "example video" at 1080p (FF 3.6 and IE8):
    http://youtu.be/Ou6_MkIvKOo
    with flash build 10.2
    I got => CPU load: 3%-11% for the whole video.
    ok. I was happy, because I have seen that GPU acceleration worked fine!
    now...with flash 10.3 (and later, i.e. latest build) I get for this video --on the same machine with the same software/update--
    => CPU 17%-33%  !!! (the video's playback is good and smoothly, ok)..but...
    but...why there are big differencies in GPU rendering between 10.2 and 10.3??
    I think, the latest build the less CPU load, but it seems that I get the opposite...=> the newer build the bigger CPU load !!!  *confused*
    thanks.

    Hy Maestro!
    your video in FF:
    1) small window: sw video rendering + accel video decoding.
    2) full screen : accel + sw
    3) moving the pointer (it is NOT necessary moving it to the beginning! a bit forwards or a bit afterwards is ok)=> accel +accel for the whole video's lenght. ok.
    4) small: sw + accel
    5) full: accel + sw
    6) moving a bit the pointer (scrollbar) => accel + accel
    I dont know what I should to say.
    now I get 12-20% CPU (and NOT 4% as before ) because the windows defender programm is running now, this will take 2 hours...
    now I writing another post, please stay tuned ;-)

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