X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=README;h=dfddd7ad596dc633727cb718aa4e7e7bbadc0643;hp=79a63d9b0d78a8ee066306392b9beeb40eef23a3;hb=ad8a6bd307bcb9399a19f9100780f52513c8500d;hpb=17a469f38066d783158e02c983f24396c9fb4a92 diff --git a/README b/README index 79a63d9..dfddd7a 100644 --- a/README +++ b/README @@ -29,11 +29,9 @@ OK, you need * The [epoxy] library, for dealing with OpenGL extensions on various platforms. -Movit has been tested with Intel GPUs with the Mesa drivers -(you'll probably need at least Mesa 8.0), Radeon 3850 and GeForce GTX 550 -on Linux with the manufacturer's drivers, and with GeForce 8800 on OS X. -Again, most likely, GPU compatibility shouldn't be a big issue. See below -for performance estimates. +Movit has been tested with various Intel, AMD and NVIDIA GPUs, on Linux +and Windows. Again, most likely, GPU compatibility shouldn't be a big issue. +See below for performance estimates. Still TL;DR, please give me the list of filters @@ -118,13 +116,13 @@ fragment shaders. While “run on the GPU” does not equal “infinite speed” GPU programming is probably the _simplest_ way of writing highly parallel code, and it also frees the CPU to do other things like video decoding. -Although compute shaders are supported, and can be used or speedups if +Although compute shaders are supported, and can be used for speedups if available (currently, only the deinterlacer runs as a compute shader), it is surprisingly hard to get good performance for compute shaders for anything nontrivial. This is also one of the primary reasons why Movit uses GLSL and not any of the major GPU compute frameworks (CUDA and OpenCL), although it is also important that it is widely supported (unlike CUDA) and driver quality -general is fairly good (unlike OpenCL). +generally is fairly good (unlike OpenCL). Exactly what speeds you can expect is of course highly dependent on your GPU and the exact filter chain you are running. As a rule of thumb,