Warp stabiliser rendering not improved by gpu

I have two PCs, both of which have an Adobe approved GPU installed.  One PC has an Nvidia card, the other PC an AMD card.  Both PCs/GPUs  are recognised by the Mercury Playback Engine hence enabled in Premiere Pro.  Although generally, I can see the advantage of the hardware accelerated effects in Premiere Pro, there's one effect which despite being supported, appears to be no different, and that's the Warp Stabiliser .
If I apply the warp stabiliser effect to a clip, the time taken to render is no different, regardless of whether the Mercury Playback Engine is hardware accelerated or not.  I'm using the latest version of Premiere Pro CC on both PCs, and this is the only effect (at least from the hardware accelerated effects I've used)  that I see no difference.
So two different PCs, both hardware configurations supported, and clearly the GPUs are doing their job - except for Warp Stabiliser.  Is this expected behaviour, or something else?
Steve

I have two PCs, both of which have an Adobe approved GPU installed.  One PC has an Nvidia card, the other PC an AMD card.  Both PCs/GPUs  are recognised by the Mercury Playback Engine hence enabled in Premiere Pro.  Although generally, I can see the advantage of the hardware accelerated effects in Premiere Pro, there's one effect which despite being supported, appears to be no different, and that's the Warp Stabiliser .
If I apply the warp stabiliser effect to a clip, the time taken to render is no different, regardless of whether the Mercury Playback Engine is hardware accelerated or not.  I'm using the latest version of Premiere Pro CC on both PCs, and this is the only effect (at least from the hardware accelerated effects I've used)  that I see no difference.
So two different PCs, both hardware configurations supported, and clearly the GPUs are doing their job - except for Warp Stabiliser.  Is this expected behaviour, or something else?
Steve

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    4KB 1
    8KB 0
    16KB 0
    32KB 2
    64KB 1
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    256KB 0
    512KB 0
    1024KB 0
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    4e dd= 0 locks held 1 write locks 0 pid/thread 19176/139654678157040
    4e READ 1 HELD md.bdbxml:secondary_ handle 8
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    52 dd= 0 locks held 1 write locks 0 pid/thread 19176/139654678157040
    52 READ 1 HELD md.bdbxml:secondary_ handle 10
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    56 READ 1 HELD md.bdbxml:secondary_ handle 12
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    5d dd= 0 locks held 1 write locks 0 pid/thread 19176/139654678157040
    5d READ 1 HELD md.bdbxml:secondary_ handle 14
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    95 dd= 0 locks held 2 write locks 0 pid/thread 19176/139654678157040
    95 READ 1 HELD md.bdbdb:md.db handle 2
    95 READ 1 HELD md.bdbdb:md.db handle 0
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    Locker Mode Count Status ----------------- Object ---------------
    61 READ 1 HELD md.bdbxml:secondary_ handle 16
    4a READ 1 HELD md.bdbxml:secondary_ handle 6
    46 READ 1 HELD md.bdbxml:secondary_ handle 4
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    These are the sort of shots that an editor might say 'chuck Warp Stab at it cause there is nothing worth spending a lot of time on in here'.
    I appreciate the 'ripples in a pond' example, which is why I was disappointed that there is no way to 'dial in/out' or 'dampen' the effect.
    Isn't Bijou like ten years old? I would have thought that technology would have moved beyond it's capabilities?
    I feel that this feature should be more accurately titled...
    The 'Smooth out any motion when someone is moving along a liner path' plug-in

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    Moving the location of features such as the Home button and the sometimes refresh button does not improve the function of the browser. It simply forces users to re-learn the location of these features and put up with the associated inconvenience. Why, what have you gained?

    what a ridiculous reply. moving the home button is a pain when it has been on he left for many years now. why the change? are you trying to mimic ie? i hope not.
    it doesn't create more space on the toolbar - in fact he default setting for firefox 4 removes space. by moving the home buttons and other buttons back it increases the space back to where it was before.
    also why did the history button change to be a button on its own rather thn attached to the forward / back buttons?
    to say it's not worth changing it for one person is a nonsense answer. i know loads of people who say it sucks so have had to customize it to change it back to how it was.

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    After my iphone got wet in the rain the screen is dim. I have put it in a tub rice for 36 hours but it as not improved. The phone seems to be working ok just can't see the screen.

    Thank you. I told it to the apple store in Southampton and they were fab. I was lucky and there was no water damage, the water indicators didn't change colour. It was just bad luck my screen failed at the same time as it got wet!! Screen changed and all is well. Thank you Genuis Tom and West Quay!!

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    When exporting (rendering) a HD video through Adobe Premier Elements  12 to MPEG only the audio is rendered not the video. Exports to other formats.

    I'm actually surprised that you can playback ProRes files in Windows Media Player, which normally exploits neither QuickTime components, nor reverse-engineered decoders from ffmpeg library... So as to be able to successfully import ProRes media into Adobe products you have to get QuickTime 7 installed (the latest version is 7.7.4). If your files are not corrupted and you didn't somehow install something like K-Lite codec pack on your machine, you should be good to go.

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  • 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?

  • Minko is not rendered on Snapdragon S4 (GPU: Adreno 225)

    Hello, I already asked guys from Starling and Minko forums. Nobody could help.
    I use Starling for 2d(UI and background) combined with Minko for 3d (game content). Everything works perfect except on two devices I know: HTC ONE S, SONY Xperia T. (They have both Snapdragon S4 (GPU: Adreno 225)). Maybe the same GPU is a key for the problem.
    On those devices the 3D content is not shown, when UI and Background is rendered. If I turn off the Background - 3D layer is displayed (I mean I dont add onRenderBackground() to afterClear Signal)
    and here is the way it is done:

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    tickProvider.add(renderMinko); 
    _scene.afterClear.add(onRenderBackground);
    _scene.beforePresent.add(onRenderUI);
        protected function renderMinko(time : Number) : void
            _scene.render(this._viewport);
        private function onRenderUI(scene : Scene, viewport : Viewport, destination : BitmapData, time : uint) : void
            _viewport.minko_render::context3D.invalidate();
            for (var i:int = 0; i < 8; i++)
                _stage3D.context3D.setVertexBufferAt(i, null);
                _stage3D.context3D.setTextureAt(i, null);
            starlingMainView.setLayerUI();
            _starling.nextFrame();
        private function onRenderBackground(scene : Scene, viewport : Viewport, destination : BitmapData, time : uint) : void
            _viewport.minko_render::context3D.invalidate();
            for (var i:int = 0; i < 8; i++)
                _stage3D.context3D.setVertexBufferAt(i, null);
                _stage3D.context3D.setTextureAt(i, null);
           

    Hello, I already asked guys from Starling and Minko forums. Nobody could help.
    I use Starling for 2d(UI and background) combined with Minko for 3d (game content). Everything works perfect except on two devices I know: HTC ONE S, SONY Xperia T. (They have both Snapdragon S4 (GPU: Adreno 225)). Maybe the same GPU is a key for the problem.
    On those devices the 3D content is not shown, when UI and Background is rendered. If I turn off the Background - 3D layer is displayed (I mean I dont add onRenderBackground() to afterClear Signal)
    and here is the way it is done:

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    tickProvider.add(renderMinko); 
    _scene.afterClear.add(onRenderBackground);
    _scene.beforePresent.add(onRenderUI);
        protected function renderMinko(time : Number) : void
            _scene.render(this._viewport);
        private function onRenderUI(scene : Scene, viewport : Viewport, destination : BitmapData, time : uint) : void
            _viewport.minko_render::context3D.invalidate();
            for (var i:int = 0; i < 8; i++)
                _stage3D.context3D.setVertexBufferAt(i, null);
                _stage3D.context3D.setTextureAt(i, null);
            starlingMainView.setLayerUI();
            _starling.nextFrame();
        private function onRenderBackground(scene : Scene, viewport : Viewport, destination : BitmapData, time : uint) : void
            _viewport.minko_render::context3D.invalidate();
            for (var i:int = 0; i < 8; i++)
                _stage3D.context3D.setVertexBufferAt(i, null);
                _stage3D.context3D.setTextureAt(i, null);
           

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