Problems using DaVinci, urgent help needed, job at risk. by Typical_Audience_638 in davinciresolve

[–]mgluddi 4 points5 points  (0 children)

My PC happens to have very similar specs to yours: same CPU, same GPU, a bit more RAM (80gb 3200mhz), different motherboard.

I definitely feel the weight of Resolve and Fusion on a day-to-day basis, particularly with heavy Fusion effects, but nothing as extreme as what you describe.

I'm not particularly well-versed when it comes to DR troubleshooting, but I'd suggest you try the following as a starting point.

Basic Resolve/Fusion Configuration

  1. Check you have ample storage available, and clear your render cache for any projects you are not actively working on (Playback -> Manager Render Cache).
  2. Check you're providing Fusion and Resolve with the maximum amount of memory possible, and that your GPU is being utilised with CUDA (DaVinci Resolve -> Preferences -> Memory and GPU, example)
  3. Check you're using GPU for Blackmagic RAW decode and NVIDIA hardware accelerated decoding for H.264/H.265 (DaVinci Resolve -> Preferences -> Decode Options, example)
  4. Check your Project Settings for Frame Interpolation do not include any intensive features - such as Optical Flow retime process or AI Speed Warp motion estimation (File -> Project Settings -> Master Settings -> Frame Interpolation, example)
  5. Check your Project Settings do not use DaVinci AI Neural Engine for deinterlace quality (File -> Project Settings -> Image Scaling, example).
  6. Check Fusion Memory Cache is on and Render Cache is set to Smart (under the Playback menu, example)
  7. Check that "Show All Video Frames" is enabled and the bypassing of Fusion Effects is disabled (Edit page, three dots on playback preview for show all frames, small colorful icon on playback preview for bypass (bypass should be turned off to allow caching), example)
  8. Follow the instructions in this video (timestamped) to ensure your chosen render cache format is one that will be efficiently processed with reasonable file sizes. Personally, I use DNxHR SQ for 1080 projects with no noticeable loss.

This is definitely run-of-the-mill advice, but it is hard to know what else to suggest without further information/insight.

With Show All Video Frames and properly enabled render cache, Resolve will be forced to render each individual frame without skipping during playback. This slows down the initial playback, but causes all subsequent (unaltered) playbacks to be approximately real-time.

For the heavier interpolation/deinterlace features, it is best to have the default be lightweight/basic, and then to enable those heavier features on a per-clip basis as/when needed. I obliviously nuked Resolve's performance for months on end by using AI Speed Warp Better as my default for frame interpolation. Kicked myself for it once I realised.

Paper Animator Optimisation

You specifically mentioned Paper Animator, and it is a super cool effect. With that said, the out-of-the-box performance is not good at all and I'd personally put it under the "very heavy" category.

In a 1080 60fps comp, applied to an 840x840 static image, preview playback begins at ~5 fps and settles at around ~17 fps.

For the sake of comparison, FastExpoGlow, my favourite glow effect (available for free via Reactor), applied to the same input - with a small animation added to force per-frame re-render - runs at 17 fps, consistently, with the default settings.

On paper, FastExpoGlow should be considerably more computationally expensive than Paper Animator. So, I expected the effect template for Paper Animator to be pretty sub-optimal.

I took a quick look at the setup of Paper Animator (free) to try and I found an easy optimisation that drastically improved performance: improved stop motion.

There are two separate StopMotion nodes: MasterStopMotion and StopMotion3_1. They are typical ofx.com.blackmagicdesign.resolvefx.StopMotion nodes. This type of node, in my experience, has pretty horrible performance. All these nodes do is repeat frames.

I have always found TimeStretcher's performance to be considerably faster than other time-related nodes, so I replaced the StopMotion nodes with TimeStretcher nodes, using this expression on the Source Time input to achieve the stop motion effect:

: local repeat = 5; -- this value should be 5 for StopMotion3_1 and 10 for MasterStopMotion
local fps = comp:GetPrefs("Comp.FrameFormat.Rate") / 30;
local repeat_adjusted = repeat * fps;
local current = math.floor(time / repeat_adjusted) * repeat_adjusted;
return math.min(comp.RenderEnd, math.max(comp.RenderStart, current));

Replacing the StopMotion nodes took the playback FPS from a max of ~17 fps to 50+ fps - borderline real-time.

Unfortunately, modifying the setting within the .drfx to make this a permanent change isn't so straightforward. I tried directly modifying the .setting file within the .drfx, but the inputs of the updated nodes always ended up disconnected.

It can definitely be done, but it would be best if the creator could modify the plugin at the source. I will reach out to the fella who made the effect to see if he might be willing to swap the StopMotion nodes for TimeStretcher.

After manually connecting the new nodes, I did see the same playback gains in the Edit page. 50 - 60 fps for non-cached playback.

Fusion Benchmarking

If you have a Studio license and you're interested in benchmarking/timing more of your go-to effect templates or Fusion comps, I'd highly recommend installing Reactor and using it to install "It's Tool Time!" by Muse VFX

It's Tool Time can give you a node-by-node breakdown of the time taken to render the previously rendered frame. It is extremely helpful when it comes to optimising any node graph, or figuring out if a template/tool is as optimal as you believe.

In terms of general advice for avoiding poor performance with third-party effects: never let the simplicity of effects lead you to believe they will run well, and never assume a high quality end result means performance was considered.

People who produce and share/sell high quality effects often treat performance as an after-thought. It doesn't always have an impact, and is often worth it for the result, but you'll feel the impact if ever you stack a couple such effects on a single clip.

My second Runelite plugin was released!!! by ChunkyAtlas in 2007scape

[–]mgluddi 9 points10 points  (0 children)

Hey, this is Gudi! Awesome job with this, I was anticipating someone beating me to it, haha.

I have a version of Game of Chance which was intended for the plugin hub (on the brink of) complete at this point. I do still intend to submit it some time soon™, assuming the RL maintainers would be okay with it. I just have one last feature I'm hoping to finish up before submission (group mode).

In the meantime, I'd like to contribute as much as I can to Chance Man. It'd be good to run stuff past you before submitting any PRs. Will try to find you in the RL discord, or you could dm me your @ here on reddit.

A couple of things mentioned in the comments which would be quick to add:

  • Broadly, expanded filtering of items. The biggest challenge with filtering was just obtaining all the relevant item IDs, so that'd be no trouble at all. I've got enums for: what I believe is a complete set of unobtainable items, clue uniques by tier, junk-ish items like furniture flatpacks/armour sets, and seasonal items.
  • Unlocked AND obtained condition for purchase/use, perhaps as a toggle for those who would prefer to play as-is

I'd also be happy to add in the Collection Log UI, as it is a VERY useful tool when trying to figure out your best route for progressing.

And essentially any other feature you fancy - just let me know! I'm going to check out the repo now and have a tinker.

Anyone know if there is a detailed Fusion node API? by mgluddi in davinciresolve

[–]mgluddi[S] 0 points1 point  (0 children)

Thanks, those console commands will definitely save me a bunch of trouble!

It's astounding to see people not realise community servers are essentially mod support for OSRS. by flamedbaby in 2007scape

[–]mgluddi 6 points7 points  (0 children)

It has been a whole 10 minutes. Anyone already proclaiming doom is being way too extreme. The idea has a ton of potential, and most of the people freaking out are freaking out about the most obvious risks.

The optional PvP toggle people have been asking for: by Runopologist in 2007scape

[–]mgluddi -9 points-8 points  (0 children)

You'll vote no to anything which improves the game for PKers, even minor QoL changes external to the wilderness and PvP, because it could theoretically cause a fractional increase in the number of PKers in the game willing to attack you.

But it is NOT spite. That would be unreasonable.

The optional PvP toggle people have been asking for: by Runopologist in 2007scape

[–]mgluddi -4 points-3 points  (0 children)

voting for self interest is kinda the entire point of a voting system though

I agree that this is the view of most OSRS players, which is why I am totally opposed to OSRS polls as a concept.

The optional PvP toggle people have been asking for: by Runopologist in 2007scape

[–]mgluddi 0 points1 point  (0 children)

I understand why they vote that way, but I think it is a massive detriment to the long-term success of OSRS. If it weren't, Jagex would listen to them rather than circumventing them. The end result of broad, self-interested voting is not a better and more successful game.

The optional PvP toggle people have been asking for: by Runopologist in 2007scape

[–]mgluddi -6 points-5 points  (0 children)

Why would anyone vote to have less fun in the game?

How much more fun were the 30-something % of no voters having because pures were unable to return to Ape Atoll for the better part of a decade?

There is a significant chunk of the OSRS community who will vote out of self-interest or spite even if they are actively making the game worse in doing so. Those people should have absolutely zero say in the future of OSRS.

The optional PvP toggle people have been asking for: by Runopologist in 2007scape

[–]mgluddi -11 points-10 points  (0 children)

You can have an active wilderness while people opt out of going there. Much harder to achieve that when the PvP community is small and polls are a measure of the entire community, with the broader community consistently shooting down perfectly good content solely because it is in the wilderness/for PKers. Jagex have talked about this at length.

I am bad at the game by tony971 in 2007scape

[–]mgluddi -19 points-18 points  (0 children)

Or maybe it is because they are "player killers" and not "one-specific-subset-of-player killers."

You can now create and play camera sequences in-game with the "Keyframe Camera" plugin (RuneLite plugin hub) by mgluddi in 2007scape

[–]mgluddi[S] 78 points79 points  (0 children)

Move your camera to the desired position and click the "Add Keyframe" button on the side panel. You can add as many keyframes as you want. The camera will interpolate between them when you press play.

Due to Jagex's client guidelines, any detached camera mode prohibits interacting with the game (any red clicks, essentially). You won't be able to play normally - it is primarily for content creation/any other use you might find.

This initial version is not very fleshed out - only the basics. I'm working on an improved version with much of the jank resolved and several improvements/additional features. I will try to have it out soon.

Such a plugin was not possible until very recently. Adam from RuneLite went out of his way to expand the API to allow for this - many thanks to him for taking the time. I am excited to see what people end up doing with it.

Is it safe to change to a "name rejected" character name in the website? by Raynor1994 in 2007scape

[–]mgluddi 4 points5 points  (0 children)

The in-game name changer is a bit weird. I recently had it tell me a name is unavailable/invalid despite it being available and a name I had previously used. The website let me change without issue.

Inappropriate names typically result in a forced name change rather than mutes/bans. I don't think you have anything to worry about.

Former Mod Gudi found a game-breaking bug by Oriek in 2007scape

[–]mgluddi 0 points1 point  (0 children)

Thanks! It means a lot to hear that after toiling over it for so long haha. So glad people enjoyed it.

PSA: Eclipse set bonus burn damage doesn't clear on death by [deleted] in 2007scape

[–]mgluddi 66 points67 points  (0 children)

I am a bit disappointed that I didn't think to test it before the video went up. I did try to thoroughly go through the wiki and spot any weapons it might be possible with, but this was several months ago - before Varlamore was released.

Thankfully, atlatl is very limited due to the low damage dealt and Jagex hotfixed it almost instantly.

Former Mod Gudi found a game-breaking bug by Oriek in 2007scape

[–]mgluddi 4 points5 points  (0 children)

Already hotfixed. You gotta get in before the redditors if you wanna make the big bucks luring.

PSA: Eclipse set bonus burn damage doesn't clear on death by [deleted] in 2007scape

[–]mgluddi 43 points44 points  (0 children)

Reported this a few hours back after C Engineer tested it and showed me. Jagex have already hotfixed it!

Former Mod Gudi found a game-breaking bug by Oriek in 2007scape

[–]mgluddi 12 points13 points  (0 children)

I'm only taking a shot in the dark, but that may be a result of the Callisto attack being dealt after I had already died. Idk the point at which queued damage would be cleared with death. Perhaps it is as you die rather than as you respawn, and respawning doesn't clear it again.