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  • Hey all, just changed over the backend after 15 years I figured time to give it a bit of an update, its probably gonna be a bit weird for most of you and i am sure there is a few bugs to work out but it should kinda work the same as before... hopefully :)

Realtime 5K full debayer playback?

Peter Johnson

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So I have what I think is a very fast computer. 8 core at 2.4GHz mac pro with 32GB of memory and a Red Rocket card. I also have an Nvidia GTX285 for CUDA applications like Premiere Pro and Resolve. For resolve I switch my monitors to a GT 120 and use the GTX 285 as my GPU.

Why would my system choke playing back 5K footage at full debayer? I won't mention any HDR footage, forget it. It can play 4K OK and any lower resolution plays fine at full debayer.

Could the Rocket work better at 5K if there were a firmware update maybe? Does the current Rocket just not handle 5K well at all? I would like to think that my nearly $5000 investment would allow me to show off a bit and prove it's worth a bit more.

Does anybody else have issues playing back 5K at full debayer? Has anybody made it work?
 
I have a 2010 Mac Pro 12 Core with a 800mbs Raid and RR card - plays 5K/Full fine when given a couple seconds to buffer ahead
 
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Hey Josh!

How does that work within an edited timeline? Does it stutter at each cut or only at the start of playback?
 
Is there a difference depending on in what software you do the playback?
 
resolve won't do full res , you need 2 RR and 3GPU for that ,
i assume is because when doing Full res it pass does a trued 5K frame to GFX that than get scaled to HD ,

i think that RCX PRO have not as sophisticated internal processing going on , and so can handle it better , also i believe that RCX pro even tough is debarring full is is scaling the resolution at 1/2 while playback ...

g
 
It does indeed matter which software you are using. The Rocket always does a full-resolution, full-quality debayer of each frame. Everything runs through the RED SDK API's, the rocket basically works by feeding it a single compressed R3D frame, it returns a full quality frame decoded at full size that has been scaled to the desired output size. Beyond that, everything else is up to how the software developers create their app to use this. Some provide better caching, some have better scheduling and load balancing os to what they do when or when they request frames from the Rocket, some provide GPU acceleration for operations taking place after the Rocket returns each frame. Some make better use of all your CPU cores, etc... There are so many factors that influence this.
 
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