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</div><div class="twikiRevInfo"><span class="twikiGrayText"><span class="twikiToolbarElem">Cinelerra.PreferencesPerformance</span><span class="twikiToolbarElem">r1.3 - 16 Jan 2004 - 21:27 - <a class="twikiLink" href="../Main/AlexFerrer">AlexFerrer</a></span><span class="twikiToolbarElem"><a href="#TopicEnd">topic&nbsp;end</a></span></span></div></div>
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<h3><a name="Preferences_Performance"> </a><a name="_Preferences_Performance_"> </a> <a class="twikiLink" href="PreferencesPerformance">Preferences Performance</a> </h3>
<img src="../../../pub/Cinelerra/CinelerraImages/preferences_performance.png" alt="preferences_performance.png" />
<p />
You'll spend most of your time configuring this section. The main focus of performance is rendering parameters not available in the rendering dialog.
<p />
<h4><a name="CACHE_ITEMS"> </a> CACHE ITEMS </h4>
<p />
      To speed up rendering, several assets are kept open simultaneously. This determines how many are kept open. A number too large may exhaust your memory pretty fast and result in a crash. A number too small may result in slow playback as assets need to be reopened more frequently.
<h4><a name="SECONDS_TO_PREROLL_RENDERS"> </a> SECONDS TO PREROLL RENDERS </h4>
<p />
      Some effects need a certain amount of time to settle in. This sets a number of seconds to render without writing to disk before the selected region is rendered. When using the renderfarm you'll sometimes need to preroll to get seemless transitions between the jobs. Every job in a renderfarm is prerolled by this value. This does not affect background rendering, however. Background rendering uses a different preroll value.
<h4><a name="FORCE_SINGLE_PROCESSOR_USE"> </a> FORCE SINGLE PROCESSOR USE </h4>
<p />
Cinelerra tries to use all processors on the system by default but sometimes you'll only want to use one processor, like in a renderfarm client. This forces only one processer to be used. The operating system, however, usually uses the second processor anyway for disk access so this option is really a 1.25 processor mode. The value of this parameter is used in renderfarm clients. 
<p />
<h3><a name="BACKGROUND_RENDERING"> </a> BACKGROUND RENDERING </h3>
<p />
Background rendering was originally concieved to allow HDTV effects to be displayed in realtime. Background rendering causes temporary output to constantly be rendered while the timeline is being modified. The temporary output is played during playack whenever possible. It's very useful for transitions and previewing effects which are too slow to display in a reasonable amount of time. If renderfarm is enabled, the renderfarm is used for background rendering, giving you the potential for realtime effects if enough network bandwidth and CPU nodes exist.
<p />
<h4><a name="FRAMES_PER_BACKGROUND_RENDERING"> </a><a name="FRAMES_PER_BACKGROUND_RENDERING_"> </a> FRAMES PER BACKGROUND RENDERING JOB </h4>
<p />
      This only works if renderfarm is being used, otherwise background rendering creates a single job for the entire timeline. The number of frames specified here is scaled to the relative CPU speed of rendering nodes and used in a single renderfarm job. The optimum number is 10 - 30 since network bandwidth is used to initialize each job.
<h4><a name="FRAMES_TO_PREROLL_BACKGROUND"> </a> FRAMES TO PREROLL BACKGROUND </h4>
<p />
      This is the number of frames to render ahead of each background rendering job. Background rendering is degraded when preroll is used since the jobs are small. When using background rendering, this number is ideally 0. Some effects may require 3 frames of preroll.
<h4><a name="OUTPUT_FOR_BACKGROUND_RENDERING"> </a> OUTPUT FOR BACKGROUND RENDERING </h4>
<p />
      Background rendering generates a sequence of image files in a certain directory. This parameter determines the filename prefix of the image files. It should be on a fast disk, accessible to every node in the renderfarm by the same path. Since hundreds of thousands of image files are usually created, ls commands won't work in the background rendering directory. The magnify.png browse button for this option normally won't work either, but the wrench.png configuration button for this option works.
<h4><a name="FILE_FORMAT"> </a> FILE FORMAT </h4>
<p />
The file format for background rendering has to be a sequence of images. The format of the image sequence determines the quality and speed of playback. JPEG is good most of the time.
<p />
<h3><a name="RENDER_FARM"> </a> RENDER FARM </h3>
To use the renderfarm set these options. Ignore them for a standalone system
<p />
<h4><a name="USE_RENDER_FARM_FOR_RENDERING"> </a> USE RENDER FARM FOR RENDERING </h4>
<p />
      When selected, all the file-&gt;render operations use the renderfarm.
<h4><a name="NODES"> </a> NODES </h4>
<p />
      Displays all the nodes on the renderfarm and which ones are active.
<p />
      Nodes are added by entering the host name of the node, verifying the value of port and hitting add node.
<p />
      Computer freaks may be better off editing the ~/.bcast/.Cinelerra_rc file than this if they have hundreds of nodes. Remember that .Cinelerra_rc is overwritten whenever a copy of Cinelerra exits.
<p />
      Select the ON column to activate and deactivate nodes once they are created.
<p />
      Nodes may be edited by highlighting a row and hitting apply changes.
<h4><a name="HOSTNAME"> </a> HOSTNAME </h4>
<p />
      Edit the hostname of an existing node or enter the hostname of a new node here.
<h4><a name="PORT"> </a> PORT </h4>
<p />
      Edit the port of an existing node or enter the port of a new node here.
<h4><a name="REPLACE_NODE"> </a> REPLACE NODE </h4>
<p />
      When editing an existing node, hit this to commit the changes to HOSTNAME and PORT. The changes won't be committed if you don't hit this button.
<h4><a name="ADD_NODE"> </a> ADD NODE </h4>
<p />
      Create a new node with the HOSTNAME and PORT settings.
<h4><a name="DELETE_NODE"> </a> DELETE NODE </h4>
<p />
      Deletes whatever node is highlighted in the NODES list.
<h4><a name="SORT_NODES"> </a> SORT NODES </h4>
<p />
      Sorts the NODES list based on the hostname.
<h4><a name="RESET_RATES"> </a> RESET RATES </h4>
<p />
      This sets the framerate for all the nodes to 0. Frame rates are used to scale job sizes based on CPU speed of the node. Frame rates are only calculated when renderfarm is enabled.
<h4><a name="USE_VIRTUAL_FILESYSTEM"> </a> USE VIRTUAL FILESYSTEM </h4>
<p />
      Normally the directory on the master node containing the source and destination assets is mounted on the clients. The assets on the clients should be visible in the same locations as they are on the master node. This can be hard to set up and requires root access.
<p />
      A user level version of NFS was built into Cinelerra and called the Virtual File System. This transparently redirects all file I/O over the network without requiring a replication of the master node's directory structure or root access on the client. The client sees the exact directory structure on the master node but in reality is sending network packets to access it.
<p />
      There is a penalty for doing this though, since Virtual Filesystem isn't as refined as NFS. Operations that access one byte at a time are really slow.
<p />
      Certain file format parsers are extemely slow over the Virtual Filesystem because they access very small amounts of data at a time. The PCM audio formats do this. These are best rendered using NFS.
<p />
      Unless you need to run rendering clients without root access or have a lot of assets in different directories, use NFS instead.
<h4><a name="TOTAL_JOBS_TO_CREATE"> </a> TOTAL JOBS TO CREATE </h4>
<p />
      Determines the number of jobs to dispatch to the renderfarm. The more jobs you create, the more finely balanced the renderfarm becomes.
<p />
Determine the total jobs to create by multiplying the number of nodes including the master node by some number. Multiply them by 1 to have one job dispatched for every node. Multiply them by 3 to have 3 jobs dispatched for every node. If you have 10 slave nodes and one master node, specify 33 to have a well balanced renderfarm.
<p />
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-- <a class="twikiLink" href="../Main/AlexFerrer">AlexFerrer</a> - 18 Dec 2003 Copied from <a class="twikiLink" href="SecretsOfCinelerra">SecretsOfCinelerra</a>
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