Video render performance

Soebirk, Thorsten Thorsten.Sobirk at itelligence.dk
Mon Nov 30 12:40:33 UTC 2020


Thanks! I just tried switching to d3d11videosink in release 1.18. This is a massive improvement compared to glimagesink:
- CPU usage reduced to 1/3, which puts it roughly on par with Chrome
- GPU usage reduced to 1/2, still far from Chrome’s zero usage, but much better
- Memory usage decreased to about 2/3, nice

What is the overall status of the d3d11 elements? Or better yet, since I’m still new to Gstreamer, where can I see the status of various components myself?

Le mercredi 25 novembre 2020 à 08:43 +0000, Soebirk, Thorsten a écrit :
I’m working on an application that renders video streamed via WebRTC, and I am a little puzzled by the amount of CPU and GPU that this uses. The pipeline is basically as follows:

webrtcbin ! queue ! glimagesink

While streaming an HD video source, my application (on Windows) is using appr. 10% CPU and 25% GPU. If I view the exact same WebRTC stream in the Chrome browser, it uses appr 4% CPU and 0% GPU.

I know the absolute number given here mean nothing, but I am struck by the fact that Chrome can render this using half the CPU and without using the GPU at all.

I am fairly certain that the resources are consumed in glimagesink and not the other elements of the pipeline, because if I replace glimagesink with fakesink, then my application’s resource consumption essentially goes to zero. Also, if I insert a caps filter before the sink to reduce the resolution, this also reduces total resource usage, despite being an additional processing step.

I’ve also tried replacing glimagesink with d3dvideosink. Both use roughly the same resources.


Given that Chrome is likely highly optimized for this particular use case where Gstreamer is a much more general framework, I would not necessarily expect performance parity in this case, but does anyone have any suggestions for possibly reducing resource usage while maintaining video quality and resolution in this scenario? I’m also struggling to understand why glimagesink and d3dvideosink would be using the GPU at all (much less so heavily) when Chrome seems to do entirely without.

I believe you will have to look forward using the new (in gstreamer master) d3d11 elements to try and get close to a match.


/ Thorsten
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