3 render time (render tm) – Grass Valley Channel Composer v.1.6.2 User Manual

Page 85

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Channel Composer User Manual - Channel Composer User Manual- document version: 1.6.2 - 84

11.5.3 Render time (render tm)
Shows the duration in milliseconds of the render phase. During this phase, all active (visible) objects are

rendered on screen.
When to act: when this value exceeds ~9ms.
How to act:

If this value peaks above 9ms but then immediately falls back to an acceptable value:

This probably means that too much content is being uploaded from system RAM to GPU RAM at the

same time.

Spread In Points of visible objects (Clips, Stills, Lives, Text etc.) across multiple frames, where
possible.

If the value stays above 9ms:

Multiple potential reasons, in order of decreasing likelihood:

1. Too many running Clip/Ani/Live objects.

Reduce the amount of running players.

2. Dimensions of Clip/Ani/Live/Still/Text content are too big.

Reduce dimensions (e.g. crop dimensions, do not use HD content when only SD content is
needed, do not use full screen images for a small logo in the corner, disable Progressive Image
on large Still and Text objects).

If the pixel-sum of all static graphics running simultaneously is greater than the pixel-sum of 2 HD

Stills, the nexos texture cache is probably full. By default, the texture cache can handle 2 HD Stills. All

extra content needs to be uploaded to the GPU, which increases rendering time. This can be solved

by increasing the size of the texture cache. Please contact Grass Valley for Support.


1. Too many graphical effects.

Reduce the number of effects. Please be aware of the Quality Scaler effect which can be quite
“expensive” in terms of rendering. Generally only one Quality Scaler should be active at any time.

2. Too many graphical layers.

Layering is too complex. Reduce the amount of groups containing layered groups (in other words
nested groups). For example by disabling Layer Objects on Groups. This flattens a group to a
single layer.

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