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19th July 2006, 02:23 | #3 | Link |
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we are close to alpha. We are near of the end of "experimental fiasco" stage
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19th July 2006, 05:51 | #6 | Link |
MAGIK
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Maybe someboody would implement better cpu's instruction support. To convert simple mpeg to mp4 using x264's command line encoder takes me like 30min. x264 is very slow
Code:
@echo off title H.264 Encoding rem --interlaced; interlace switch x264.exe --pass 1:2 --bitrate 1000 --stats ".stats" --ref 16 --mixed-refs --no-fast-pskip --bframes 3 --b-pyramid --b-rdo --bime --weightb --direct auto --filter -2,-1 --subme 7 --trellis 2 --analyse all --8x8dct --me umh --threads 2 --thread-input --progress --no-psnr --output output.mp4 input.avs pause exit |
19th July 2006, 07:39 | #7 | Link |
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x264 is not slow ... in fact x264 is faster than XviD/DivX for example and by far.
It's not an obligation to use the slowest setting. If you use the best setting all the good H264 implementation (Ateme, x264, Elecard ...) will be always very slow. If you want high speed or good quality/speed don't use umh ME, RDO, Trellis, brdo, 16 ref, no-fast-skip ... lol With expirimental version of DivX (Helium), we can use very slow setting and make encoding at 0.01 fps. DivX Network desactived these really slow setting in final version. The x264's developper could do the same thing with umh and esa, 5 ref limitation, always fast skip, fast trellis, fast RDO ... etc etc
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Le Sagittaire ... ;-) 1- Ateme AVC or x264 2- VP7 or RV10 only for anime 3- XviD, DivX or WMV9 Last edited by Sagittaire; 19th July 2006 at 10:40. |
19th July 2006, 08:38 | #9 | Link |
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nfm : Sagittaire is completely right, but that doesn't prevent you from learning C & asm and participate to the project. And since with the next revision, the slowest settings will most certainly be 20x times as slow as the current slowest, you definitively have no excuses not to code for x264.
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19th July 2006, 11:48 | #10 | Link |
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Win64 compiles exist as well, of a very outdated revision. It has full x64 asm optimizations. But it requires 64-bit avisynth (or else hits a major speed penalty); squid_80 largely has that under control, but most external plugins won't be available. He's sort of the one-man band when it comes to 64-bit development, since very few devs have 64-bit windows. (64-bit *nix is another story.) If you're willing to update it, I'm sure it'd be appreciated. (Especially by KRP.)
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19th July 2006, 15:36 | #11 | Link | |
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Quote:
see:http://thenostromo.com/teamaros2/index.php Last edited by popper; 19th July 2006 at 15:40. |
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19th July 2006, 17:10 | #12 | Link | |
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19th July 2006, 17:17 | #13 | Link | |
retired developer
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Quote:
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19th July 2006, 17:43 | #15 | Link | ||
x264 developer
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Quote:
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19th July 2006, 17:53 | #16 | Link |
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This may sound like a fairly stupid question, but does anyone here know of some good example docs on converting MMX/unoptimised code to SSE?
Perhaps also a good idea of areas of x264 that would benefit from the SSE optimisations. Both Intel Core 2 and AMD K8L CPU architectures seem geared to running the SSE instruction sets faster, so I would like to start coding on this as soon as I learn the layout of x264 + C. |
19th July 2006, 18:00 | #17 | Link | |
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Soresu, both intel and amd publish optimization guides, but I'm in no position to say if they're any good or not. ^^; |
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19th July 2006, 18:30 | #18 | Link |
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It does have SSE2/3 optimizations. And they are usefull for P4 / PM ( and even more for duo cores ). As for SSE4, I failed to find an official documentation stating what instruction does what ( though what they do can be guessed from their name ). That was a week ago, perhaps intel updated its website meanwhile.
soresu : most obvious & not so obvious MMX/SSE optimizations have already been made for x264. @all : x264 alleged slow speed isn't due to a lack of optimization. It's due to
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19th July 2006, 18:34 | #19 | Link |
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so our best option is dual / quad core?
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19th July 2006, 18:50 | #20 | Link | |
MAGIK
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This is what my cmd prints
Code:
x264 [info]: using cpu capabilities MMX MMXEXT SSE SSE2 3DNow! Quote:
Edit: nevermind, I'll try using higher values and stay close to ~10fps. Last edited by nfm; 19th July 2006 at 18:54. |
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