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Spoon - Revenge !
15 septembre 2011, par
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Autres articles (109)
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Sur d’autres sites (7311)
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x264 encoding taking longer when encoding static frames (than
14 septembre 2015, par DaniloHi,
I’m using x264 for live video streaming and I’ve noticed that the thread
responsible for encoding uses more cpu (sometimes 50% more with 1920x1080) when the video stream is frozen (i.e. : camera is sending the same frame over an over again) or when I make it encode the same image over and over again.This seems somewhat counter intuitive to me, as I would expect x264 to use
more processing power when encoding complex scenes other then static ones.My encoder settings are the following :
1280x720 fps=25/1 timebase=0/0 bitdepth=8 cabac=0 ref=1 deblock=1:0:0 analyse=0x3:0x113
me=hex subme=2 psy=1 psy_rd=1.00:0.00 mixed_ref=1 me_range=16 chroma_me=1 trellis=1
8x8dct=0 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=0 threads=1 lookahead_threads=0
sliced_threads=0 slice_max_size=1190 nr=60 decimate=1 interlaced=0 bluray_compat=0
constrained_intra=0 bframes=0 weightp=0 keyint=1200 keyint_min=120 scenecut=40
intra_refresh=0 rc_lookahead=0 rc=crf mbtree=0 crf=24.0 qcomp=0.60 qpmin=0 qpmax=69
qpstep=4 vbv_maxrate=1024 vbv_bufsize=350 crf_max=35.0 nal_hrd=noneI created a github gist based on the example.c encoder bundled in x264’s
source code and tested encoding times with it. (You can find it here :
https://gist.github.com/danilogr/ab4976ff4e0831ab274b)Average encoding time for the static scene is 38% bigger than for a scene
with movements. (You can find my test case and also the output from my test
encoder on the link above).
I’ve also noticed that by settingscenecut=0, subme=0, trellis=0 and me=dia
I can get rid of this problem, but with noticeable quality decrease.
Could anyone, please, shed some light on the reasons for this odd behavior ?
Also, what can be done in order to avoid this situation without a major decrease in quality ? -
x264 encoding taking longer when encoding static frames (than
14 septembre 2015, par DaniloHi,
I’m using x264 for live video streaming and I’ve noticed that the thread
responsible for encoding uses more cpu (sometimes 50% more with 1920x1080) when the video stream is frozen (i.e. : camera is sending the same frame over an over again) or when I make it encode the same image over and over again.This seems somewhat counter intuitive to me, as I would expect x264 to use
more processing power when encoding complex scenes other then static ones.My encoder settings are the following :
1280x720 fps=25/1 timebase=0/0 bitdepth=8 cabac=0 ref=1 deblock=1:0:0 analyse=0x3:0x113
me=hex subme=2 psy=1 psy_rd=1.00:0.00 mixed_ref=1 me_range=16 chroma_me=1 trellis=1
8x8dct=0 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=0 threads=1 lookahead_threads=0
sliced_threads=0 slice_max_size=1190 nr=60 decimate=1 interlaced=0 bluray_compat=0
constrained_intra=0 bframes=0 weightp=0 keyint=1200 keyint_min=120 scenecut=40
intra_refresh=0 rc_lookahead=0 rc=crf mbtree=0 crf=24.0 qcomp=0.60 qpmin=0 qpmax=69
qpstep=4 vbv_maxrate=1024 vbv_bufsize=350 crf_max=35.0 nal_hrd=noneI created a github gist based on the example.c encoder bundled in x264’s
source code and tested encoding times with it. (You can find it here :
https://gist.github.com/danilogr/ab4976ff4e0831ab274b)Average encoding time for the static scene is 38% bigger than for a scene
with movements. (You can find my test case and also the output from my test
encoder on the link above).
I’ve also noticed that by settingscenecut=0, subme=0, trellis=0 and me=dia
I can get rid of this problem, but with noticeable quality decrease.
Could anyone, please, shed some light on the reasons for this odd behavior ?
Also, what can be done in order to avoid this situation without a major decrease in quality ? -
avutil/mathematics : speed up av_gcd by using Stein’s binary GCD algorithm
11 octobre 2015, par Ganesh Ajjanagaddeavutil/mathematics : speed up av_gcd by using Stein’s binary GCD algorithm
This uses Stein’s binary GCD algorithm :
https://en.wikipedia.org/wiki/Binary_GCD_algorithm
to get a roughly 4x speedup over Euclidean GCD on standard architectures
with a compiler intrinsic for ctzll, and a roughly 2x speedup otherwise.
At the moment, the compiler intrinsic is used on GCC and Clang due to
its easy availability.Quick note regarding overflow : yes, subtractions on int64_t can, but the
llabs takes care of that. The llabs is also guaranteed to be safe, with
no annoying INT64_MIN business since INT64_MIN being a power of 2, is
shifted down before being sent to llabs.The binary GCD needs ff_ctzll, an extension of ff_ctz for long long (int64_t). On
GCC, this is provided by a built-in. On Microsoft, there is a
BitScanForward64 analog of BitScanForward that should work ; but I can’t confirm.
Apparently it is not available on 32 bit builds ; so this may or may not
work correctly. On Intel, per the documentation there is only an
intrinsic for _bit_scan_forward and people have posted on forums
regarding _bit_scan_forward64, but often their documentation is
woeful. Again, I don’t have it, so I can’t test.As such, to be safe, for now only the GCC/Clang intrinsic is added, the rest
use a compiled version based on the De-Bruijn method of Leiserson et al :
http://supertech.csail.mit.edu/papers/debruijn.pdf.Tested with FATE, sample benchmark (x86-64, GCC 5.2.0, Haswell)
with a START_TIMER and STOP_TIMER in libavutil/rationsl.c, followed by a
make fate.aac-am00_88.err :
builtin :
714 decicycles in av_gcd, 4095 runs, 1 skipsde-bruijn :
1440 decicycles in av_gcd, 4096 runs, 0 skipsprevious :
2889 decicycles in av_gcd, 4096 runs, 0 skipsSigned-off-by : Ganesh Ajjanagadde <gajjanagadde@gmail.com>
Signed-off-by : Michael Niedermayer <michael@niedermayer.cc>