[Cin] Rendering multi-threads
phylsmith2017 at gmail.com
Fri Jun 26 20:12:50 CEST 2020
If I remember correctly, rendering is not threaded (I will verify with GG
later when he gets back from a bike ride).
When gg does a 2 hour movie rendering, he almost always uses a local render
farm. This is described in 6.4.5 BUT I just noticed that an image showing
this that was in Features5.pdf was eliminated (probably by me at some
time). I will send a copy of the png to you since it shows a 16 core setup
for a "root" user (the 400 range ports work only for root and I have not
personally tried the 1025 range for ordinary user). In 6.4.1, just follow
the basic steps 1-7 and skip step 2 since there are no clients. I have not
tried the Shell Script RenderMux in a long time, but Olaf fixed this for us
awhile back and it was working perfectly then.
On Fri, Jun 26, 2020 at 9:27 AM Andrea paz <gamberucci.andrea at gmail.com>
> I have a CPU 8 cores / 16 threads, but the final rendering uses only
> one core. I tried with mp4/h264-5; webm/VP9; mkv/h264-5 e Prores. A 45
> min video takes 3h 30m.
> I tried adding the parameters "threads=15", "wpp" which should be
> active by default and "frame-threads=3"; but the result is the same.
> On average I do 15 fps.
> Using h264-5 with nvenc takes 1h20m; but the CPU still uses only one
> core. On average I make 115 fps.
> Using an external engine (handbrake, which uses ffmpeg) you can use
> both the Cpu and the GPU; the rendering will take 10m! (but with lower
> Since I'm compiling CinGG (note: all threads are used for compiling),
> maybe I need to enable some flags or something like that? Are there
> any customizations to do? Or should I set something in the operating
> Another question: How do you configure the render farm to use only the
> local CPU cores?
> Cin mailing list
> Cin at lists.cinelerra-gg.org
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