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27th January 2021, 23:37 | #7962 | Link |
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I usually include 32-Bit and 64-Bit binaries with my GUI, so we can pick the "best" one for the specific machine at runtime.
Of course, you could ask whether it still makes sense to support 32-Bit systems these days. But the code for supporting multiple architectures is already there in the GUI, so I don't see much reason to drop this feature. ...unless it becomes too cumbersome to obtain 32-Bit encoder binaries (Another possible use case is Avisynth input: If you want to use "official" AviSynth 2.6, you'll be locked to 32-Bit. And yes, I know there is Avisynth+ as well as VapurSynth now)
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Go to https://standforukraine.com/ to find legitimate Ukrainian Charities 🇺🇦✊ Last edited by LoRd_MuldeR; 27th January 2021 at 23:52. |
28th January 2021, 01:47 | #7963 | Link | ||
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Quote:
Quote:
Not that I have any skin in the game or anything, just an aversion to 32-bit for anything performance-critical . |
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28th January 2021, 02:30 | #7964 | Link | ||
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Quote:
So "best" means we select the 64-Bit binary, if we detect that we are running on 64-Bit system; otherwise 32-Bit binary will be selected. As said before: You can argue that support for 32-Bit OS is mostly irrelevant these days. But since support for multiple CPU architectures has already been implemented in the GUI, supporting 32-Bit OS pretty much comes for free. (provided 32-Bit encoder binaries are easily available ) Quote:
(If you pipe from Avs2YUV or similar tool, then we don't need Avisynth support in x265 to begin with)
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Go to https://standforukraine.com/ to find legitimate Ukrainian Charities 🇺🇦✊ Last edited by LoRd_MuldeR; 28th January 2021 at 02:38. |
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28th January 2021, 02:49 | #7965 | Link |
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@Ligh, thanks very much for your build! I gotta ask, did you notice any memory leak issues? I did an overnight encode, only to wake up and find that x265.exe has ate most of my RAM. Did a bit of googling and found that DJATOM might have fixed the memory leak, not sure the same bit of code is in your code base?
https://github.com/staxrip/staxrip/issues/445 |
28th January 2021, 03:32 | #7966 | Link |
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Yuuki Asuna mod merged my early VS reader works. After some testing from StaxRip users and devs it was found that vspipe's strategy of requesting new frames doesn't work well, I tried different approach to the problem and now it seems no leaks spotted. You can get my build on github and try it. If leak still occurs, describe in details how to reproduce it.
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29th January 2021, 16:23 | #7968 | Link |
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Quoted just to hail you.
Can you please explain me the meaning of the files inside your x265 build on GitHub? The ones with the processor suffix are self explanatory, I need clarifications about: x265-x64-v3.4+65-aMod-gcc10.2.1.exe x265-x64-v3.4+65-aMod-gcc10.2.1-opt-znver1.exe x265-x64-v3.4+65-aMod-gcc10.2.1-opt-znver2.exe Moreover, can you explain me how your builds are different from the LigH one? AVS support, etc? Thanks.
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29th January 2021, 17:10 | #7969 | Link |
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CPU-specific builds made with (for example, zen2 = -march=znver2) compiler flag which should optimize program for specific CPU microarchitecture. Non-opt build is just generic build without such flag.
As for differences, I tried to make commits descriptive. But yeaр, it contains 2 frameserver readers (Avisynth+/Vapoursynth) and y4m reader understand vspipe's XLENGTH header, which "says" how much frames x265 should expect from it. LigH just uses another mod for his builds. I'm not saying that my build/mod is superior, it just contains certain feature set that I'm using for my needs. That's it.
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29th January 2021, 22:10 | #7971 | Link |
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Just curious - has anyone done any perf benchmarking of x265 on ARM processors? With the Apple M1 and workstation successors coming, and the AWS Graviton EC2 instances, it seems we're on the verge of high-performance ARM w/ SIMD compute becoming available. Obviously x265 has a HUGE amount of x64 assembly optimizations, but has some ARM as well. Anyone do any testing or have any data?
I don't imagine that peak ARM perf is anywhere near the latest Ryzen, but perhaps fps/watt is interesting? |
29th January 2021, 22:54 | #7972 | Link |
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My friend recently bought a new mac mini with m1 chip, here some numbers on the same source
M1 with 8 gb ram (lpddr4x 4266 mhz) : 5.27 fps 3700x with 32 gb ram (3666 mhz ram oc): 7.73 fps It was 1080p 8 bit bdmv, encoded in 10 bit mode.
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Me on GitHub PC Specs: Ryzen 5950X, 64 GB RAM, RTX 2070 Notebbok: Ryzen 7945HX, 32 GB RAM, RTX 4060, 17'' @ 240Hz @ 1440p Last edited by DJATOM; 29th January 2021 at 22:57. |
29th January 2021, 23:29 | #7974 | Link |
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He used that patch: https://imgur.com/a/ArgJEEe
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30th January 2021, 17:10 | #7975 | Link | |
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Quote:
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30th January 2021, 17:32 | #7976 | Link |
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I didn't compared since I only have Zen2 based PC and sandy bridge based notebook... Apparenly Zen2 optimized build operates slightly faster on my machine. Did you measure some data with your CPU?
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30th January 2021, 19:32 | #7977 | Link |
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At least the Zen2 GCC builds have been faster on my Zen2 system than Visual Studio builds. I don't recall any exact figures, but it was large enough to be noticable, maybe 3-5% with my use.
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31st January 2021, 01:37 | #7978 | Link |
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Building Asuna mod for Win32 target failed...
Code:
[ 76%] Building CXX object CMakeFiles/cli.dir/input/input.cpp.obj In file included from F:/MABS/x265-Yuuki-Asuna-Asuna/source/input/avs.h:5, from F:/MABS/x265-Yuuki-Asuna-Asuna/source/input/input.cpp:28: F:/MABS/local32/include/avisynth/avisynth_c.h:786:39: warning: missing initializer for member 'AVS_Value::array_size' [-Wmissing-field-initializers] 786 | static const AVS_Value avs_void = {'v'}; | ^ F:/MABS/local32/include/avisynth/avisynth_c.h:786:39: warning: missing initializer for member 'AVS_Value::d' [-Wmissing-field-initializers] [ 77%] Building CXX object CMakeFiles/cli.dir/input/y4m.cpp.obj [ 78%] Building CXX object CMakeFiles/cli.dir/input/yuv.cpp.obj [ 79%] Building CXX object CMakeFiles/cli.dir/input/lavf.cpp.obj [ 80%] Building CXX object CMakeFiles/cli.dir/input/avs.cpp.obj In file included from F:/MABS/x265-Yuuki-Asuna-Asuna/source/input/avs.h:5, from F:/MABS/x265-Yuuki-Asuna-Asuna/source/input/avs.cpp:23: F:/MABS/local32/include/avisynth/avisynth_c.h:786:39: warning: missing initializer for member 'AVS_Value::array_size' [-Wmissing-field-initializers] 786 | static const AVS_Value avs_void = {'v'}; | ^ F:/MABS/local32/include/avisynth/avisynth_c.h:786:39: warning: missing initializer for member 'AVS_Value::d' [-Wmissing-field-initializers] [ 81%] Building CXX object CMakeFiles/cli.dir/input/vpy.cpp.obj F:/MABS/x265-Yuuki-Asuna-Asuna/source/input/vpy.cpp: In function 'void frameDoneCallback(void*, const VSFrameRef*, int, VSNodeRef*, const char*)': F:/MABS/x265-Yuuki-Asuna-Asuna/source/input/vpy.cpp:49:91: error: invalid conversion from 'void (*)(void*, const VSFrameRef*, int, VSNodeRef*, const char*)' to 'VSFrameDoneCallback' {aka 'void (__attribute__((stdcall)) *)(void*, const VSFrameRef*, int, VSNodeRef*, const char*)'} [-fpermissive] 49 | vpyCallbackData->vsapi->getFrameAsync(vpyCallbackData->requestedFrames, node, frameDoneCallback, vpyCallbackData); | ^~~~~~~~~~~~~~~~~ | | | void (*)(void*, const VSFrameRef*, int, VSNodeRef*, const char*) F:/MABS/x265-Yuuki-Asuna-Asuna/source/input/vpy.cpp: In member function 'virtual void x265::VPYInput::startReader()': F:/MABS/x265-Yuuki-Asuna-Asuna/source/input/vpy.cpp:268:39: error: invalid conversion from 'void (*)(void*, const VSFrameRef*, int, VSNodeRef*, const char*)' to 'VSFrameDoneCallback' {aka 'void (__attribute__((stdcall)) *)(void*, const VSFrameRef*, int, VSNodeRef*, const char*)'} [-fpermissive] 268 | vsapi->getFrameAsync(n, node, frameDoneCallback, &vpyCallbackData); | ^~~~~~~~~~~~~~~~~ | | | void (*)(void*, const VSFrameRef*, int, VSNodeRef*, const char*) |
31st January 2021, 01:54 | #7979 | Link |
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Configure project with -fpermissive cxx flag or edit conflicting signature manually.
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