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Valkaama DVD Cover Outside
4 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Image
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Valkaama DVD Label
4 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Image
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Valkaama DVD Cover Inside
4 octobre 2011, par
Mis à jour : Octobre 2011
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1,000,000
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Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Demon Seed
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Mis à jour : Septembre 2011
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The Four of Us are Dying
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Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Screen capture (video screencast) with FFMPEG with very low FPS
20 septembre 2023, par jesusdaI recently changed PCs, I went from having an Intel Core i5 4460 with integrated graphics card to a Xeon E5 2678 v3 with AMD RADEON RX 550 graphics.


On paper, the new PC is on the order of 3 to 7 times more powerful than the old one and I can attest that this is the case in daily use, video and image editing etc. The advantage of having so many cores and threads available is palpable. In terms of games I haven't tried it because I'm not really a gamer and the few games I use are the typical free ones that come with Debian and some emulators that, honestly, already worked fine with the old PC.


However there is one task that brings me head over heels for its terrible performance : video screen capture.


With my old PC I was able to capture at over 60 fps at full screen while doing any task I needed to record.


Even with my lenovo thinkpad x230 I am able to capture screen at over 80fps with total fluency.


The command I have always used is :


ffmpeg -f x11grab -draw_mouse 1 -framerate 60 -video_size 1920x1200 -i :0.0+1680,0 -qscale 0 -pix_fmt yuv420p -c:v libx264 -preset medium -qp 0 -q:v 1 -s 1920x1200 -f matroska -threads 4 video.mkv



notes :


-video_size 1920x1200 -i :0.0+1680,0 y -s 1920x1200
are the dimensions and position of the region to capture (my right monitor).

Notice that I even used
-preset medium
and software encoding, so I got very good quality even with that parameter setting and without ever going below 60 fps.

What happens to me now ?


The equipment is unable to capture more than 20 fps which makes any video invalid, with frame drops and not even reach 30fps, which would be the minimum required.


In addition, it is quite noticeable the decrease in responsiveness of the PC as soon as I launch the command. That is, all that fluidity and smoothness that is appreciated when working normally, disappears and even moving a window from one side to another is rough and stumbling.


I have tried with different parameters of ffmpeg, to capture raw, without encoding.


I have tried saving the resulting video directly to RAM disk in order to avoid the possible bottleneck of writing to disk. It doesn't affect it at all.


So, does anyone have any suggestions as to at least where I can dig further to find a solution to the problem ?


Additional data, in case it helps :


$ → inxi
CPU: 12-Core Intel Xeon E5-2678 v3 (-MT MCP-)
speed/min/max: 1201/1200/3300 MHz Kernel: 5.10.0-0.bpo.4-amd64 x86_64
Up: 1d 6h 55m Mem: 6427.6/32012.4 MiB (20.1%)
Storage: 13.76 TiB (55.9% used) Procs: 433 Shell: bash 5.0.18 inxi: 3.0.32


$ → ffmpeg -v
ffmpeg version 4.1.6 Copyright (c) 2000-2020 the FFmpeg developers
 built with gcc 8 (Debian 8.3.0-6)
 configuration: --disable-decoder=amrnb --disable-decoder=libopenjpeg --disable-libopencv --disable-outdev=sdl2 --disable-podpages --disable-sndio --disable-stripping --enable-libaom --enable-avfilter --enable-avresample --enable-gcrypt --disable-gnutls --enable-openssl --enable-gpl --enable-libass --enable-libbluray --enable-libbs2b --enable-libcaca --enable-libcdio --enable-libcodec2 --enable-libfdk-aac --enable-libfontconfig --enable-libfreetype --enable-libfribidi --enable-libgme --enable-libgsm --enable-libilbc --enable-libkvazaar --enable-libmp3lame --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-libopenh264 --enable-libopenjpeg --enable-libopenmpt --enable-libopus --enable-libpulse --enable-librubberband --enable-libshine --enable-libsnappy --enable-libsoxr --enable-libspeex --enable-libtesseract --enable-libtheora --enable-libvidstab --enable-libvo-amrwbenc --enable-libvorbis --enable-libvpx --enable-libx265 --enable-libzimg --enable-libxvid --enable-libzvbi --enable-nonfree --enable-opencl --enable-opengl --enable-postproc --enable-pthreads --enable-shared --enable-version3 --enable-libwebp --incdir=/usr/include/x86_64-linux-gnu --libdir=/usr/lib/x86_64-linux-gnu --prefix=/usr --toolchain=hardened --enable-frei0r --enable-chromaprint --enable-libx264 --enable-libiec61883 --enable-libdc1394 --enable-vaapi --enable-libmfx --enable-libvmaf --disable-altivec --shlibdir=/usr/lib/x86_64-linux-gnu
 libavutil 56. 22.100 / 56. 22.100
 libavcodec 58. 35.100 / 58. 35.100
 libavformat 58. 20.100 / 58. 20.100
 libavdevice 58. 5.100 / 58. 5.100
 libavfilter 7. 40.101 / 7. 40.101
 libavresample 4. 0. 0 / 4. 0. 0
 libswscale 5. 3.100 / 5. 3.100
 libswresample 3. 3.100 / 3. 3.100
 libpostproc 55. 3.100 / 55. 3.100



I have the free amdgpu drivers (not amdgpu-pro), but I activated OpenCL just in case.


I followed this tutorial.


$ → glxinfo | grep OpenGL
OpenGL vendor string: AMD
OpenGL renderer string: Radeon RX550/550 Series (POLARIS12, DRM 3.40.0, 5.10.0-0.bpo.4-amd64, LLVM 11.0.1)
OpenGL core profile version string: 4.6 (Core Profile) Mesa 20.3.4
OpenGL core profile shading language version string: 4.60
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.6 (Compatibility Profile) Mesa 20.3.4
OpenGL shading language version string: 4.60
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 20.3.4
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
OpenGL ES profile extensions:





$ → clinfo
Number of platforms 1
 Platform Name Clover
 Platform Vendor Mesa
 Platform Version OpenCL 1.1 Mesa 20.3.4
 Platform Profile FULL_PROFILE
 Platform Extensions cl_khr_icd
 Platform Extensions function suffix MESA

 Platform Name Clover
Number of devices 1
 Device Name Radeon RX550/550 Series (POLARIS12, DRM 3.40.0, 5.10.0-0.bpo.4-amd64, LLVM 11.0.1)
 Device Vendor AMD
 Device Vendor ID 0x1002
 Device Version OpenCL 1.1 Mesa 20.3.4
 Driver Version 20.3.4
 Device OpenCL C Version OpenCL C 1.1
 Device Type GPU
 Device Profile FULL_PROFILE
 Device Available Yes
 Compiler Available Yes
 Max compute units 8
 Max clock frequency 1183MHz
 Max work item dimensions 3
 Max work item sizes 256x256x256
 Max work group size 256
 Preferred work group size multiple 64
 Preferred / native vector sizes
 char 16 / 16
 short 8 / 8
 int 4 / 4
 long 2 / 2
 half 0 / 0 (n/a)
 float 4 / 4
 double 2 / 2 (cl_khr_fp64)
 Half-precision Floating-point support (n/a)
 Single-precision Floating-point support (core)
 Denormals No
 Infinity and NANs Yes
 Round to nearest Yes
 Round to zero No
 Round to infinity No
 IEEE754-2008 fused multiply-add No
 Support is emulated in software No
 Correctly-rounded divide and sqrt operations No
 Double-precision Floating-point support (cl_khr_fp64)
 Denormals Yes
 Infinity and NANs Yes
 Round to nearest Yes
 Round to zero Yes
 Round to infinity Yes
 IEEE754-2008 fused multiply-add Yes
 Support is emulated in software No
 Address bits 64, Little-Endian
 Global memory size 3221225472 (3GiB)
 Error Correction support No
 Max memory allocation 1717986918 (1.6GiB)
 Unified memory for Host and Device No
 Minimum alignment for any data type 128 bytes
 Alignment of base address 32768 bits (4096 bytes)
 Global Memory cache type None
 Image support No
 Local memory type Local
 Local memory size 32768 (32KiB)
 Max number of constant args 16
 Max constant buffer size 67108864 (64MiB)
 Max size of kernel argument 1024
 Queue properties
 Out-of-order execution No
 Profiling Yes
 Profiling timer resolution 0ns
 Execution capabilities
 Run OpenCL kernels Yes
 Run native kernels No
 Device Extensions cl_khr_byte_addressable_store cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_fp64

NULL platform behavior
 clGetPlatformInfo(NULL, CL_PLATFORM_NAME, ...) Clover
 clGetDeviceIDs(NULL, CL_DEVICE_TYPE_ALL, ...) Success [MESA]
 clCreateContext(NULL, ...) [default] Success [MESA]
 clCreateContextFromType(NULL, CL_DEVICE_TYPE_DEFAULT) Success (1)
 Platform Name Clover
 Device Name Radeon RX550/550 Series (POLARIS12, DRM 3.40.0, 5.10.0-0.bpo.4-amd64, LLVM 11.0.1)
 clCreateContextFromType(NULL, CL_DEVICE_TYPE_CPU) No devices found in platform
 clCreateContextFromType(NULL, CL_DEVICE_TYPE_GPU) Success (1)
 Platform Name Clover
 Device Name Radeon RX550/550 Series (POLARIS12, DRM 3.40.0, 5.10.0-0.bpo.4-amd64, LLVM 11.0.1)
 clCreateContextFromType(NULL, CL_DEVICE_TYPE_ACCELERATOR) No devices found in platform
 clCreateContextFromType(NULL, CL_DEVICE_TYPE_CUSTOM) No devices found in platform
 clCreateContextFromType(NULL, CL_DEVICE_TYPE_ALL) Success (1)
 Platform Name Clover
 Device Name Radeon RX550/550 Series (POLARIS12, DRM 3.40.0, 5.10.0-0.bpo.4-amd64, LLVM 11.0.1)

ICD loader properties
 ICD loader Name OpenCL ICD Loader
 ICD loader Vendor OCL Icd free software
 ICD loader Version 2.2.12
 ICD loader Profile OpenCL 2.2



This would not be a tearing problem, as no tearing is visible when playing videos and the TearFree driver policy is enabled.


$ → xrandr --verbose | grep TearFree
 TearFree: on
 TearFree: on
 TearFree: on



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Game Music Appreciation, One Year Later
1er août 2013, par Multimedia Mike — GeneralI released my game music website last year about this time. It was a good start and had potential to grow in a lot of directions. But I’m a bit disappointed that I haven’t evolved it as quickly as I would like to. I have made a few improvements, like adjusting the play lengths of many metadata-less songs and revising the original atrocious design of the website using something called Twitter Bootstrap (and, wow, once you know what Bootstrap is, you start noticing it everywhere on the modern web). However, here are a few of the challenges that have slowed me down over the year :
Problems With Native Client – Build System
The technology which enables this project — Google’s Native Client (NaCl) — can be troublesome. One of my key frustrations with the environment is that every single revision of the NaCl SDK seems to adopt a completely new build system layout. If you want to port your NaCl project forward to newer revisions, you have to spend time wrapping your head around whatever the favored build system is. When I first investigated NaCl, I think it was using vanilla GNU Make. Then it switched to SCons. Then I forgot about NaCl for about a year and when I came back, the SDK had reverted back to GNU Make. While that has been consistent, the layout of the SDK sometimes changes and a different example Makefile shows the way.The very latest version of the API has required me to really overhaul the Makefile and to truly understand the zen of Makefile programming. I’m even starting to grasp the relationship it has to functional programming.
Problems With Native Client – API Versions and Chrome Bugs
I built the original Salty Game Music Player when NaCl API version 16 was current. By the time I published the v16 version, v19 was available. I made the effort to port forward (a few APIs had superfically changed, nothing too dramatic). However, when I would experiment with this new player, I would see intermittent problems on my Windows 7 desktop. Because of this, I was hesitant to make a new player release.Around the end of May, I started getting bug reports from site users that their Chrome browsers weren’t allowing them to activate the Salty Game Music Player — the upshot was that they couldn’t play music unless they manually flipped a setting in their browser configuration. It turns out that Chrome 27 introduced a bug that caused this problem. Not only that, but my player was one of only 2 known NaCl apps that used the problematic feature (the other was developed by the Google engineer who entered the bug).
After feeling negligent for a long while about not doing anything to fix the bug, I made a concerted and creative effort to work around the bug and pushed out a new version of the player (based on API v25). My effort didn’t work and I had to roll it back somewhat (but still using the new player binaries). The bug was something that I couldn’t work around. However, at about the same time that I was attempting to do this, Google was rolling out Chrome 28 which fixed the bug, rendering my worry and effort moot.
Problems With Native Client – Still Not In The Clear
I felt reasonably secure about releasing the updated player since I couldn’t make my aforementioned problem occur on my Windows 7 setup anymore. I actually have a written test plan for this player, believe it or not. However, I quickly started receiving new bug reports from Windows users. Mostly, these are Windows 8 users. The player basically doesn’t work at all for them now. One user reports the problem on Windows 7 (and another on Windows 2008 Server, I think). But I can’t see it.I have a theory about what might be going wrong, but of course I’ll need to test it, and determine how to fix it.
Database Difficulties
The player is only half of the site ; the other half is the organization of music files. Working on this project has repeatedly reminded me of my fundamental lack of skill concerning databases. I have a ‘production’ database– now I’m afraid to do anything with it for fear of messing it up. It’s an an SQLite3 database, so it’s easy to make backups and to create a copy in order to test and debug a new script. Still, I feel like I’m missing an entire career path worth of database best practices.There is also the matter of ongoing database maintenance. There are graphical frontends for SQLite3 which make casual updates easier and obviate the need for anything more sophisticated (like a custom web app). However, I have a slightly more complicated database entry task that I fear will require, well, a custom web app in order to smoothly process hundreds, if not thousands of new song files (which have quirks which prohibit the easy mass processing I have been able to get away with so far).
Going Forward
I remain hopeful that I’ll gradually overcome these difficulties. I still love this project and I have received nothing but positive feedback over the past year (modulo the assorted recommendations that I port the entire player to pure JavaScript).You would think I would learn a lesson about building anything on top of a Google platform in the future, especially Native Client. Despite all this, I have another NaCl project planned.
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Custom Segmentation Guide : How it Works & Segments to Test
13 novembre 2023, par Erin — Analytics Tips, Uncategorized