Lumiverse and FPS

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dirtyjohn_lv
Posts: 388
Joined: Sat Oct 29, 2011 22:24
Location: Las Vegas, NV

Lumiverse and FPS

Post by dirtyjohn_lv »

What is the correlation between the new Lumiverse and the FPS readout? It doesn't seem to affect actual video FPS. Could the framerate of the lumiverse have something to do with this?

I just finished installing a bunch of LED tape (around 5000 pixels, 30 universe worth). After getting everything configured so I can at least put solid color on all pixels from a layer, the FPS hovers around 18-20. It doesn't matter if I set the lumiverse framerate to 25 or max it out at 40, the main FPS doesn't change. All video is runs smooth and I don't notice any stuttering. Sometimes, if I disable the advanced output then re-enable it the FPS goes back to normal (60ish)

Main Composition is 12 layers, 1080p
Secondary Composition is 8 layers, 2560x1440

Edit: The secondary composition seems to run better than the main. Maybe because it's less layers? I am able to get a more consistent framerate with the larger composition

With the main, I was getting the "low memory" message at the bottom of the window after running for 3 hours. rebooted the machine and framerates would stay between 11 -18, but video was still fine. If i switched to an advanced output mapping with the same screen setups but no lumiverse framerate would go straight to 60. As soon as I choose the screen setup with the lumiverses framerate would read lower and memory usage would jump back up to around 1.5GB

With the larger composition, memory usage stays around 600MB

Joris
Posts: 5186
Joined: Fri May 22, 2009 11:38

Re: Lumiverse and FPS

Post by Joris »

What is the correlation between the new Lumiverse and the FPS readout? It doesn't seem to affect actual video FPS. Could the framerate of the lumiverse have something to do with this?
Yeah, we also discovered this last week. Apparently, the fixture preview renders even when the Advanced Output is closed. Since this preview is relatively heavy processing wise, it should really only render when you are looking at it.

This will be fixed for 5.0.2.

pire23
Posts: 1
Joined: Fri Nov 18, 2016 18:45

Re: Lumiverse and FPS

Post by pire23 »

Hi,
i have a similar problem with my actual resolume project.
setup is 6 1280*720 output, main composition is UHD, all is running at 60 fps with UHD HAP samples,
when i add 16 lumiverses with 170 rgb strips fixture, fps shut down to 25/28 fps.
Fixtures are 960/20 px.
Resolume version is 5.0.2 (downloading 5.1.2 to try if it's better).

Is there a state of art for fixture creation ? 1 fixture pixel = 1 data pixel doesn't seems very easy…

i've seen some big leds setup on the forum so i wonder how they manage their setups ?

thanks for your help !

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drazkers
Posts: 968
Joined: Wed May 18, 2011 10:54
Location: Brady V up in Canada

Re: Lumiverse and FPS

Post by drazkers »

pire23 wrote:Hi,
i have a similar problem with my actual resolume project.
setup is 6 1280*720 output, main composition is UHD, all is running at 60 fps with UHD HAP samples,
when i add 16 lumiverses with 170 rgb strips fixture, fps shut down to 25/28 fps.
Fixtures are 960/20 px.
Resolume version is 5.0.2 (downloading 5.1.2 to try if it's better).

Is there a state of art for fixture creation ? 1 fixture pixel = 1 data pixel doesn't seems very easy…

i've seen some big leds setup on the forum so i wonder how they manage their setups ?

thanks for your help !
So it just sounds like your reaching the limit of your machine, you have 6 outputs and then your adding 16 universes? Hopefully 5.1.2 does some help. People don't realize that pixel mapping actually takes quite abit more processing then you would expect.

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Arvol
Posts: 2893
Joined: Thu Jun 18, 2015 17:36
Location: Oklahoma, USA

Re: Lumiverse and FPS

Post by Arvol »

Does DMX pixel mapping get done on the GPU as well?

Joris
Posts: 5186
Joined: Fri May 22, 2009 11:38

Re: Lumiverse and FPS

Post by Joris »

Does DMX pixel mapping get done on the GPU as well?
Rendering the pixels is a task for the GPU. Sending them out via DMX is a task for the CPU.

Rendering pixels on the GPU and sending them out the ports of your GPU, is insanely fast. Nothing needs to come in between. When sending out DMX, we need to sample the pixels on the GPU and get them back to the CPU, so we can send them out via Art-Net or USB.

This sampling is a relatively heavy task, especially considering what GPUs are usually capable of. When you start doing low-res videoover DMX, it can become a bottleneck. Like sending 640x480+ video over Art-Net using 600+ Lumiverses. It shouldn't affect performance this much, not at only 16 Lumiverses.

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