This can't be right - 14% CPU utilization render

Comments

rmack350 wrote on 4/19/2013, 2:15 PM
Vegas' timeline playback definitely has a lot more overhead than, for example, its trimmer playback. There's a lot going on there that doesn't happen in a dedicated player that's "merely" playing the file.

The relative load of CPUs never strikes me as the most important metric. The direct measure is render time. Is it faster? CPU load is an indirect measure and it implies that the render could be even faster if the CPU could be kept busy.

And since we're just talking about a percentage measure it's all relative. In each case the CPU gets a bucket of work/second and the faster CPU dispatches it without breaking a sweat. Maybe this is Vegas's doing, maybe it's some sort of inefficient round-tripping, maybe it's disk throughput.

Hulk wrote on 4/19/2013, 3:17 PM
It is somewhat frustrating that even at version 12 Vegas still relies heavily on single threaded instruction efficiency. Unfortunately the x86 -64 architecture is pretty much topped out as far as IPC goes. And clockspeed as well for that matter. Perhaps AVX is our last hope...

The fact that you can't buy lots of core and have Vegas able to "floor the cores" is disappointing. I mean we're not talking about writing super difficult to multi-thread game code.