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DotNet / Re: CopyToImage performance hurdle
« on: January 21, 2015, 02:34:15 pm »
Thanks for the replies.
The application is generating overlay graphics for a live sports broadcast(sprintcars). By sending the frames over the network to the switcher, I am able to maintain the alpha channel without tying up an addition video input for the key. Everything is working perfectly, except I need another 10ish fps to smooth out my graphics transitions.
I am currently running performance tests on rendering without hardware-acceleration. The main graphics machine is running an over-clocked 5960X, so I'm hoping there will be enough wiggle room. I really didn't want to take this route, but I'm running low on ideas at the moment.
The application is generating overlay graphics for a live sports broadcast(sprintcars). By sending the frames over the network to the switcher, I am able to maintain the alpha channel without tying up an addition video input for the key. Everything is working perfectly, except I need another 10ish fps to smooth out my graphics transitions.
I am currently running performance tests on rendering without hardware-acceleration. The main graphics machine is running an over-clocked 5960X, so I'm hoping there will be enough wiggle room. I really didn't want to take this route, but I'm running low on ideas at the moment.