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MediaPortal 2
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MP2, plugins, and multiple clients.
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<blockquote data-quote="Baboonanza" data-source="post: 654565" data-attributes="member: 101901"><p><strong>Re: AW: Re: MP2, plugins, and multiple clients.</strong></p><p></p><p></p><p>I don't know. Would there really be a significant difference between loading from disk on the client and loading from disk on the server and then sending to the client? I would say the difference would be very small unless your network is slow or the client has an SSD. In any case I think I will implement disc caching and we can experiment.</p><p></p><p></p><p>The problem with fan art caching is 2 fold:</p><p>- Prediction of what is required is impossible to do without addition information suppllied by whatever controls the fan art. Even then it's very difficult, you can't load everything and the user could traverse 100s of movie items in a few seconds. What to pre-load? What to lose when the cache is full?</p><p>- Large file sizes limit what can be cached (although 20mb will buy you quite a lot of compressed files)</p><p>The idea is really aimed at thumbs and graphics used for skins, with the primary goal being to reduce window transition time to the bare minimum. Fanart can be loaded asyncronously if necessary but UI graphics must be syncronous and fast.</p><p></p><p>GPU memory will also be dynamically managed. In fact due to the vector nature of the SkinEngine (ie less bitmaps) complicated caching methods may not even be necessary since there will be less textures demanding VRAM.</p><p></p><p>Unitl we have a full-featured skin this is all a bit vague though. I can implement the systems but I can't really tell how aggressive caching should be, or even if it's necessary, until more complicated skins are available.</p></blockquote><p></p>
[QUOTE="Baboonanza, post: 654565, member: 101901"] [b]Re: AW: Re: MP2, plugins, and multiple clients.[/b] I don't know. Would there really be a significant difference between loading from disk on the client and loading from disk on the server and then sending to the client? I would say the difference would be very small unless your network is slow or the client has an SSD. In any case I think I will implement disc caching and we can experiment. The problem with fan art caching is 2 fold: - Prediction of what is required is impossible to do without addition information suppllied by whatever controls the fan art. Even then it's very difficult, you can't load everything and the user could traverse 100s of movie items in a few seconds. What to pre-load? What to lose when the cache is full? - Large file sizes limit what can be cached (although 20mb will buy you quite a lot of compressed files) The idea is really aimed at thumbs and graphics used for skins, with the primary goal being to reduce window transition time to the bare minimum. Fanart can be loaded asyncronously if necessary but UI graphics must be syncronous and fast. GPU memory will also be dynamically managed. In fact due to the vector nature of the SkinEngine (ie less bitmaps) complicated caching methods may not even be necessary since there will be less textures demanding VRAM. Unitl we have a full-featured skin this is all a bit vague though. I can implement the systems but I can't really tell how aggressive caching should be, or even if it's necessary, until more complicated skins are available. [/QUOTE]
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