![]() Theoretically, the PNG would be slightly faster, because the pixels are in memory, and don't have to come from disk. I have tried few Open DMX USB device with Arena 5.0. ![]() When we're talking about performance in fps, there is zero difference between a PNG and a DXV. If you want instantaneous triggering, it's best to use a single frame DXV file. We felt this was a reasonable tradeoff between trigger time and stability. Especially on larger images, the delay is noticeable. The downside is that PNGs now take a bit longer when triggered. Input 1 Camera 1 Input 2 Camera 2 Input 3 Camera 3 Input 4 Camera 4 After saving the project, without touching anything, if I restart the machine, the system is misconfigured. This ensures that it's very hard to run out of memory. The software package has an easy to use interface with powerful tools and advanced output options. If you don’t want to upgrade to Arena 5 just yet, Arena 4.2.2 is a free upgrade for anyone with a Arena 4.x license. You can add as many PNGs to a deck as you want, they will only get loaded into memory when they're playing a layer. Resolume Arena 5 is a popular choice for live visual triggering and mixing. ![]() So on Arena 5.1 / Avenue 4.6, we switched to "deferred loading". With great power came great responsiblity, and we got lots of crash reports from people that filled up their memory by loading 12 megapixel images straight from their camera. This ensured super fast triggering, because the file didn't need to be "opened" to get the pixels. On versions before Arena 5.1 / Avenue 4.6, any and all PNG files in the deck were loaded into memory.
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