A New Skin Concept

  Thread Rating:
  • 18 Votes - 4.22 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Post Reply
topfs2 Online
Team-XBMC Developer
Posts: 3,825
Joined: Dec 2007
Reputation: 8
Post: #11
timdog82001 Wrote:awesome looking concept. I love the look of that angled wall view, but like djh said, I can't imagine it running well on ANYbody's system Sad Maybe if xbmc supported quad core processors, but so far I don't think it does

Well for the thumbs it should ideally only matter how much gfx horsepower (and gfx ram) you have, it might take some time to load them all up though. But I don´t dare to say it to certain as I haven´t looked through guilib to much.

I think it should be doable, or rather. It must be doable because that view is dead sexy Smile
Wallviews works good and this would be perhaps 8x more thumbs, I still think a recent enough of gfx will handle that.

Cheers,
Tobias

If you have problems please read this before posting

Always read the XBMC online-manual, FAQ and search the forum before posting.
Do not e-mail XBMC-Team members directly asking for support. Read/follow the forum rules.
For troubleshooting and bug reporting please make sure you read this first.


[Image: badge.gif]

"Well Im gonna download the code and look at it a bit but I'm certainly not a really good C/C++ programer but I'd help as much as I can, I mostly write in C#."
find quote
jonm42 Offline
Senior Member
Posts: 177
Joined: Feb 2009
Reputation: 0
Location: Portland, OR
Post: #12
Angled wall view is killer. And it would probably do just fine on the linux/vdpau branch.
find quote
theophile Offline
Fan
Posts: 569
Joined: Jan 2009
Reputation: 30
Post: #13
jonm42 Wrote:Angled wall view is killer. And it would probably do just fine on the linux/vdpau branch.

I don't think the menu screens are drawn any differently in the VDPAU branch. VDPAU is a video decoding method for certain video codecs.
find quote
topfs2 Online
Team-XBMC Developer
Posts: 3,825
Joined: Dec 2007
Reputation: 8
Post: #14
theophile Wrote:I don't think the menu screens are drawn any differently in the VDPAU branch. VDPAU is a video decoding method for certain video codecs.

To verify, VDPAU is ONLY used when decoding video.
In menu´s both vdpau branch and normal linuxbranch we rely on OpenGL

Cheers,
Tobias

If you have problems please read this before posting

Always read the XBMC online-manual, FAQ and search the forum before posting.
Do not e-mail XBMC-Team members directly asking for support. Read/follow the forum rules.
For troubleshooting and bug reporting please make sure you read this first.


[Image: badge.gif]

"Well Im gonna download the code and look at it a bit but I'm certainly not a really good C/C++ programer but I'd help as much as I can, I mostly write in C#."
find quote
ethan_9219 Offline
Fan
Posts: 346
Joined: Sep 2008
Reputation: 0
Location: Australia
Post: #15
Love it!!! great looking skin....I would use it if it were a real skin.
find quote
xbs08 Offline
Posting Freak
Posts: 1,298
Joined: May 2008
Reputation: 0
Location: Portugal
Post: #16
don't like the view type and other info on screen that doesnt concern movies
find quote
timdog82001 Offline
Posting Freak
Posts: 1,132
Joined: Mar 2006
Reputation: 0
Post: #17
Topfs2 Wrote:Well for the thumbs it should ideally only matter how much gfx horsepower (and gfx ram) you have, it might take some time to load them all up though. But I don´t dare to say it to certain as I haven´t looked through guilib to much.

I think it should be doable, or rather. It must be doable because that view is dead sexy Smile
Wallviews works good and this would be perhaps 8x more thumbs, I still think a recent enough of gfx will handle that.

Cheers,
Tobias

I guess that's true. Still, I have a 9500GT with 1 TB of graphics ram which is decent enough for a media pc and wall view isn't smooth in any of the skins that have it
find quote
djh_ Offline
Aeon Project Founder
Posts: 1,890
Joined: Jun 2007
Post: #18
It has nothing to do with GFX horsepower - it's the caching of thumbnails as you scroll back and forth. Cut out the upper and lower extremities of that angled wall view and you'll get the same average-decent performance as everyone else. Leave them in and it'll chug.

You'll run into one problem or other with all of those concepts. The wall views famously can't spill over the screen edges. The labels for the now playing box and listitem would overlap. The stuff you're suggesting for the OSD can't be done. A long and winding road of feature requests and compromises awaits. Still, nice ideas.
(This post was last modified: 2009-03-15 02:31 by djh_.)
find quote
topfs2 Online
Team-XBMC Developer
Posts: 3,825
Joined: Dec 2007
Reputation: 8
Post: #19
djh_ Wrote:It has nothing to do with GFX horsepower - it's the caching of thumbnails as you scroll back and forth. Cut out the upper and lower extremities of that angled wall view and you'll get the same average-decent performance as everyone else. Leave them in and it'll chug.

You'll run into one problem or other with all of those concepts. The wall views famously can't spill over the screen edges. The labels for the now playing box and listitem would overlap. The stuff you're suggesting for the OSD can't be done. A long and winding road of feature requests and compromises awaits. Still, nice ideas.

I calculated approx 162~ thumbs. Say they are 512x512. That would make every thumb approx 1 mb (RGBA uncompressed).
Say we double that amount to garantuee not hitting disk to much. The ram usage is still possible.

The problem however comes at swapping the ram data to texture and this takes time, On my computer if I change texture at every frame I still get a framerate of > 200 in a managed language. So changing a couple of textures a second should still prove possible. (given the gfx-card actually can store enough to both for the view, and the needed pre-cached)

Still I would say it might take alot of coding and alot of power. And when counting the numbers, yeah its definatly alot. But if the view got tilted just slightly the number of thumbs would drop significantly, then perhaps it will work Big Grin

If you have problems please read this before posting

Always read the XBMC online-manual, FAQ and search the forum before posting.
Do not e-mail XBMC-Team members directly asking for support. Read/follow the forum rules.
For troubleshooting and bug reporting please make sure you read this first.


[Image: badge.gif]

"Well Im gonna download the code and look at it a bit but I'm certainly not a really good C/C++ programer but I'd help as much as I can, I mostly write in C#."
find quote
phyek Offline
Junior Member
Posts: 30
Joined: Mar 2009
Reputation: 0
Post: #20
Thanks to all for the replies. For the angular wall...I was thinking maybe load only a certain amount of thumbs in the foreground and just have empty boxes in the distance to show perspective...maybe? Also, for long titles/labels I was thinking of fading the text past a certain point. Anyway, these are just ideas. Some more rough screens below.

[Image: xbmc11.jpg]


[Image: xbmc12.jpg]


[Image: xbmc10.jpg]


[Image: xbmc8.jpg]


[Image: xbmc9.jpg]
find quote
Post Reply