Fabricio Morato
Well-known member
Thus, as far as I can tell, a 2k timeline would introduce an extra element of scaling (and thus extra processing) that would not exist on a 4k timeline. I don't think it is the case that Premiere would extract 1/32nd of pixels when on a 2k timeline - though Dave can correct me if I am wrong
Would love to hear if I've got this correct Dave![]()
Hi Brad,
this is exactly what I thought but so far in my Epics HDRx and non HDRx tests it is not what happens (don't know why).
For instance: 5k HDRx epic foogate on a 5k timeline, debayer set to high, full quality on pause, and 1/2 quality on playback it start Real time but after a few frames it starts to go not in real time. CPU hits 100% within a few frames.
Now the same clips, same debayer settings, same everything except that it is on a 2k timeline and set to "scale to frame size", goes smooth all the time. Real time. CPU doesn't pass 40-50% (even with a few cuda accelerated effects applied without rendering).
So at least for me and my current system, I think that the best approach is to edit on a 2k timeline, get realtime playback and effects with no rendering, after every thing is done, throw in at a 5k timeline and do what you need to do (export or render) at the resolution you need.
So I don't know what is going on, but this is what I get, at least in this system.
My specs: i7 2600k @4.2ghz, 570 GTX, 16Gb, Win7, CS5.5.