G-Force vis-plugin porting to XBMC, need help plz

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pike Offline
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Post: #21
the vis'es .xml file

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Gamester17 Offline
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Post: #22
remember though that some audio codecs take much more cpu time than others to decode so it's good to keep default resolution low [Image: wink.gif]

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questor/fused Offline
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Post: #23
fps-display is in work Smile

and i want to optimize the plugin, but don't know how fast i can get the little thingy. startup is very slow because the compilation of the script is not very optimised and reserves many small memoryblocks. a memorypool should speed it up.... when i have some time...
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Butcher Offline
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Post: #24
(gamester17 @ april 15 2004,10:59 Wrote:remember though that some audio codecs take much more cpu time than others to decode so it's good to keep default resolution low [Image: wink.gif]
also if you have hq resampling on that sucks quite a bit of cpu.

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nmrs Offline
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Post: #25
maybe rather than having questor add framerate to g-force, it should be added to xbmc itself, that way all vis's could benefit from it. a bool could just be added to vis_info struct:

struct vis_info
{
            bool bwantsfreq;
            int isyncdelay;
            bool bdisplayframerate;
};

that way vis's themselves could still determine whether it was being shown (probably from setting in xml), but all vis maker's wouldn't have to duplicate this code.

(i'm cross posting this in the visualization plug-in interface forum)

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