Apple's work appears to be using the VDPAU libraries. Their support isn't limited to VP3 hardware.
Yeah I looks like VP2 hardware works as well. It also appears that Nvidia wants Intel and ATI to write drivers for their hardware.
Apple's work appears to be using the VDPAU libraries. Their support isn't limited to VP3 hardware.
Meanwhile, Adobe is adding hardware assisted decoding for even total crap chipsets like the Intel GMA 500 series which can run 720P now with little CPU use on Windows while Apple cannot decode HD video on even their flagship Mac Pro with a top of the line video card, but that's not Apple's fault....![]()
The Intel GMA 500 is a gray area since it isn't an Intel GMA product but a licensed PowerVR one. You would at least need to hit the GMA X4500HD or GMA 4500MHD before Intel provides that support in their GMA hardware.Meanwhile, Adobe is adding hardware assisted decoding for even total crap chipsets like the Intel GMA 500 series which can run 720P now with little CPU use on Windows while Apple cannot decode HD video on even their flagship Mac Pro with a top of the line video card, but that's not Apple's fault....![]()
Not true. The GeForce 6600 and later models (GF6) have H.264 acceleration hardware. Some of the early GF6 cores were MPEG1/2 and VC1 only.I find that statement odd. GF6 never had h.264 acceleration of any kind. I think it had some VC1 acceleration though.
For the first question, the answer is no. There is no fully hardware agnostic acceleration layer available--no one supports first generation (GF6/7) hardware in this application. For the second, only Apple knows. They may or may not be working on current-generation ATI support.Did Apple just not write a hardware agnostic acceleration layer? Or are they not done adding support for other cards (ATI)?
It's not a rant at all. I feel like I'm talking to a child when your posts come back. For that matter, I probably am.So your MEGA RANT boils down to the fact you think a 1.5 year old computer is apparently ANCIENT and deserves no support from Apple. A 1.5 year old computer!
"Total crap chipsets" can still be newer and thus have new features, irrespective of their relative performance.Meanwhile, Adobe is adding hardware assisted decoding for even total crap chipsets like the Intel GMA 500 series which can run 720P now with little CPU use on Windows
I didn't say they shouldn't get it or that they wouldn't benefit from it. I said that highly optimized task-specific acceleration is less important when you have overall powerful graphics. Specialized hardware like H.264 acceleration is designed to do a single task to make up for the main GPU's inability to perform adequately (whether that's in terms of power consumption or processing resources). This is why nVidia's VP3 appeared first on its lower-power cards.1> You think faster better computers like the Mac Pro should apparently not get newer features like GPU hardware decoding because they don't NEED it???
No, I say that GPU cores that are from a prior generation of hardware technology are outdated because they are a generation old. Many of the cards from a generation back continue to outperform current-generation products, but because they are older, they do not contain the logic features of newer products. It has nothing to do with the age of the video card or the age of the computer, nor with the performance of either using commonly-shared features.2> You call computers sold by Apple less than two years ago "outdated" and therefore conclude the hardware features their chipsets contain should not be supported.
VDPAU is a generic API. Implementation is wholly up to the individual users. VDPAU Feature Set B was implemented by Apple. VDPAU feature Set A (VP2) was implemented for Windows presentations, and then updated to include Set B. When Set C is announced, both Windows and OS X will presumably be updated to include them.Apple's work appears to be using the VDPAU libraries. Their support isn't limited to VP3 hardware.
What purpose does VDPAU have under Windows?VDPAU is a generic API. Implementation is wholly up to the individual users. VDPAU Feature Set B was implemented by Apple. VDPAU feature Set A (VP2) was implemented for Windows presentations, and then updated to include Set B. When Set C is announced, both Windows and OS X will presumably be updated to include them.
Neither platform has gone backwards to support older featuresets (VP1 on Windows, VP1/VP2 on OS X).
VDPAU, the API, is for Unix-like systems. But the hardware features of the PureVideo engine, as defined by VDPAU feature sets, are hardware based and thus platform-independent. Much as "DirectX 9" shaders specify features also used by OpenGL, the VDPAU sets are a useful baseline for the hardware.What purpose does VDPAU have under Windows?
What prevented Apple from supporting hardware limited to VDPAU feature Set A then?VDPAU, the API, is for Unix-like systems. But the hardware features of the PureVideo engine, as defined by VDPAU feature sets, are hardware based and thus platform-independent. Much as "DirectX 9" shaders specify features also used by OpenGL, the VDPAU sets are a useful baseline for the hardware.
Apple's implementation in Quartz is based on Set B (VP3) hardware. Windows PureVideo is based on Set A (VP2) hardware; Linux's VDPAU for X is based on Set A as well, because it was a recreation for Linux of the Windows PureVideo feature set. Both PureVideo and VDPAU predate both the VP3 hardware release and Apple's own implementation of acceleration APIs.What prevented Apple from supporting hardware limited to VDPAU feature Set A then?
Thank you for this clarification. Also, I believe that Windows uses DXVA 2.0 today. PureVideo would be the name for the specific components of nVidia's hardware that decode video for playback.Each implements the then-current hardware featureset and builds going forward.
DXVA is a higher-level API built on top of API implementations by the graphics manufacturers (PureVideo Engine and UVD from nVidia and AMD, respectively), but yes, you're correct that this is where most software applications go for access in Windows (as most go to QTKit on OS X for the same).Thank you for this clarification. Also, I believe that Windows uses DXVA 2.0 today. PureVideo would be the name for the specific components of nVidia's hardware that decode video for playback.
Could you provide more details about interacting with PureVideo and UVD outside of DXVA?DXVA is a higher-level API built on top of API implementations by the graphics manufacturers (PureVideo Engine and UVD from nVidia and AMD, respectively), but yes, you're correct that this is where most software applications go for access in Windows (as most go to QTKit on OS X for the same).
PureVideo APIs can also be implemented in OpenGL on Windows (though I don't know if they have been), which naturally would have nothing to do with DXVA.
Sure. PureVideo API is implemented in the graphics driver, exposed through the Aero DWM. DXVA is implemented in Windows Media Foundation, which sits on top of the DWM. MF provides modern features as well as integrates some legacy systems (DirectShow, VFW, and some others I can't remember off hand).Could you provide more details about interacting with PureVideo and UVD outside of DXVA?
I suspected the interactions outside of DXVA were handled in the drivers provided by the hardware manufacturers. Though I do suspect most would use DXVA and hardware vendors would create the proper drivers regardless.Sure. PureVideo API is implemented in the graphics driver, exposed through the Aero DWM. DXVA is implemented in Windows Media Foundation, which sits on top of the DWM. MF provides modern features as well as integrates some legacy systems (DirectShow, VFW, and some others I can't remember off hand).
However, any software not relying on Media Foundation, e.g. through the use of an ICD (installable client driver), such as OpenGL, would interface in their own way with the DWM layer, rather than through WMF.
But as I said, I don't know if anyone has made any attempt to do so for OpenGL on Windows. The primary purpose of PureVideo is video playback in desktop applications, and I'm not aware of any OpenGL-based video players for Windows.
Regardless of how old the hardware is, it isn't old in Apple's product timeline. It's Apple that decides to use "old" hardware in their "new" products.It's just that something designed in 2009 is going to have some new improvements that something designed in 2008 didn't have. That's life.
As has already been said multiple times, neither the age of the computer or GPU, nor the raw power of the hardware is relevant.Regardless of how old the hardware is, it isn't old in Apple's product timeline.
This is a highly amusing statement to make for several reasons, and here is the first: Apple was a launch partner for the 8600M GT in the 2007 MacBook Pro. Second, Apple was the launch customer again for the 9400M.It's Apple that decides to use "old" hardware in their "new" products.
I'm not spinning anything. All I'm doing is explaining.No matter how you spin this, it is unacceptable to have a 2 year old MBP that is capable of h.264 acceleration in Windows and not OS X.
What does that even mean? Even assuming for the moment that it's true, being the most advanced on the whole doesn't mean there aren't specific things that other OSes do better or sooner.Especially when OS X is supposed to be "the world's most advanced OS".
For one, it's highly unreasonable when it comes to graphics cards. But more to the point, the hardware isn't capable of using the OS X API any more than the GeForce 6600 (which also had hardware H.264 acceleration) is capable of using the Windows API.It's not unreasonable to expect support when the hardware is capable.
I get that you're trying to be funny, but it isn't ironic at all. H.264 has been running fine for years with both general hardware acceleration and software decoding (you've been watching it for years on both Windows and OS X, in and out of Flash).Doesn't matter if Apple got into the game late with h.264 acceleration (which is ironic considering how they embrace h.264).
I hope Mozilla changes its mind about H.264. Not expecting it, but it surely would simplify things.
As has already been said multiple times, neither the age of the computer or GPU, nor the raw power of the hardware is relevant.
Apple's implementation in Quartz is based on Set B (VP3) hardware. Windows PureVideo is based on Set A (VP2) hardware; Linux's VDPAU for X is based on Set A as well, because it was a recreation for Linux of the Windows PureVideo feature set. Both PureVideo and VDPAU predate both the VP3 hardware release and Apple's own implementation of acceleration APIs.
The reason that VP2 isn't supported on OS X is the same reason that VP1 isn't supported on Windows or Linux--it wasn't the current implementation when the system was created, and Microsoft, nVidia, and Apple all made the same decision not to invest in coding for last-generation hardware.
Your sad personal vendetta aside, the fact that it is true is what makes it true.That doesn't make it true, however.
I'm not defending anything. I'm explaining what actually happened, something that is clearly beyond your ability to comprehend. One need not like the decision, but at the very least he should understand it.You defend this as a waste of time to add older features to the operating system
The exact same thing can be said of nVidia and Microsoft and AMD in their implementations. It would be equally untrue in all cases. Your psychological need to make this about Apple when it's really just about the industry as a whole is as puzzling as your inability to comport yourself in a mature manner.but this still boils down to poor support in OSX when the chipsets were new and total laziness (or perhaps greediness) to retrofit the operating system now simply because Apple no longer sells those chipsets.
The technical reason is that VP2 is not VP3. The features in Apple's API require VP3 as minimum hardware. There's no way to "add" VP2 to that implementation.There is simply no technical reason the support for VP2 couldn't still be added to OSX
And you're done. Apparently, your psychological need also extends to making what has been a detailed explanation that has little do with Apple into a fanboy rant, where it is clear I have made zero normative statements about my opinion about Apple's conduct. You can't have a discussion on this forum without melodrama and personal entanglement, and you should know that it accomplishes nothing for you.But like so many fanboys who defend EVERYTHING Apple does, your opinions are simply based on "Apple knows best".
Bzzzt. Wrong. Thanks for playing. Third party hardware acceleration has been available since the introduction of Core technologies and Quartz Extreme; H.264 specialized acceleration has been available through QTKit since 10.6.0. 10.6.3 exposed it outside of QTKit for software that isn't properly integrated with OS X.Until just recently there was NO support for 3rd party hardware-based acceleration in this operating system.
I believe you're already clarified this point in great detail.The technical reason is that VP2 is not VP3. The features in Apple's API require VP3 as minimum hardware. There's no way to "add" VP2 to that implementation.
They could have written an implementation with lesser requirements, but what would be the point? Performance of existing products doesn't degrade with the introduction of new features in new models, and the dedication of resources to supporting old hardware would not provide any future benefits.
When Microsoft sets the hardware requirements for a new version of DirectX, they do so using the current hardware. A DX9 card doesn't get to use all the features of DX10. Deal with it. Complaining that Microsoft is greedy and lazy and should have released all DX10 features in DX9 is ridiculous.
It was probably a little earlier than 10.6.0.Bzzzt. Wrong. Thanks for playing. Third party hardware acceleration has been available since the introduction of Core technologies and Quartz Extreme; H.264 specialized acceleration has been available through QTKit since 10.6.0. 10.6.3 exposed it outside of QTKit for software that isn't properly integrated with OS X.
Right you are! I forgot that it was implemented in 10.5 for the 9400M notebooks, though I don't know if QTKit enabled this for third-party software before 10.6.It was probably a little earlier than 10.6.0.
BZZZZZZZZT wrong. If you read up on what 10.1 actually offers you'll find that it's not just about h.264 video. It offloads vector graphics to the GPU (something about tesselation blah blah, can't remember) and it also uses acceleration for bitmap rendering 'whenever possible', whatever that means. There are also other tweaks like freezing off-screen video content so that no CPU cycles are used for content that's not in view anyway. Not hardware acceleration as such, but an improvement over previous versions that would play all Flash content full blast even if it was happening outside the viewable area of a window, e.g. banners at the bottom of a page you're currently only seeing the top of, or content in minimized windows etc.he rest of Flash....animations, ads, games, EVERYTHING EXCEPT PLAYING BACK H.264 ENCODED VIDEO, including playing back FLV, including SWF files, all that, are still sucky and powerhungry and won't benefit at all from this update.
Same old crappy C/C++ code that's been patched a bazillion times that Adobe never invested in revamping and modernizing.
Perhaps I'm not understanding the specifics. Is there a reason VP2 cannot be supported in OS X other than Apple not wanting to start there?As has already been said multiple times, neither the age of the computer or GPU, nor the raw power of the hardware is relevant.
Apple's implementation requires at least VP3 hardware, just as Microsoft's requires at least VP2.Perhaps I'm not understanding the specifics. Is there a reason VP2 cannot be supported in OS X other than Apple not wanting to start there?