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The Wretched State of GPU Transcoding

MrSeb writes "This story began as an investigation into why Cyberlink's Media Espresso software produced video files of wildly varying quality and size depending on which GPU was used for the task. It then expanded into a comparison of several alternate solutions. Our goal was to find a program that would encode at a reasonably high quality level (~1GB per hour was the target) and require a minimal level of expertise from the user. The conclusion, after weeks of work and going blind staring at enlarged images, is that the state of 'consumer' GPU transcoding is still a long, long way from prime time use. In short, it's simply not worth using the GPU to accelerate your video transcodes; it's much better to simply use Handbrake, which uses your CPU."

49 of 158 comments (clear)

  1. Re:Lack of standards, quality. by Anonymous Coward · · Score: 2, Informative

    Yes, they are cheating. That is exactly how they are getting it to be so fast.

  2. And the moral of the Story is... by CajunArson · · Score: 3, Informative

    The GPU isn't meant to do everything. If it were, there wouldn't be a CPU. Considering the hatred that was poured on Quicksync here, and that Quicksync still produces better quality Transcodes than GPUs while being substantially faster, I don't think we'll be seeing the end of CPU transcoding anytime soon.

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    1. Re:And the moral of the Story is... by CajunArson · · Score: 5, Informative

      The quick sync hardware is part of the IGP block but it is specialized hardware specifically geared towards transcoding. For example, it is not using the main GPU pipeline and shader hardware to do the transcoding.

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    2. Re:And the moral of the Story is... by Dahamma · · Score: 4, Informative

      Quick Sync uses dedicated HW on the die. Intel's solution that uses their GPU is called Clear Video.

    3. Re:And the moral of the Story is... by Dahamma · · Score: 4, Insightful

      Actually, recent GPUs *were* meant to do exactly this type of thing, and have been marketed by Nvidia and ATI heavily for this purpose. Of course there needs to be a CPU as well. The CPU runs the operating system and application code, and offloads very specific, parallelizable work to the GPU. This sort of architecture has existed almost as long as modern CPUs have existed.

      And Quick Sync is even less of a general purpose CPU solution than using a GPU. Quick Sync uses dedicated application specific hardware on the die to do its encoding.

    4. Re:And the moral of the Story is... by PopeRatzo · · Score: 3, Interesting

      The GPU isn't meant to do everything.

      But since "Graphics Processing" is part of their name, wouldn't you expect them to at least do that?

      Especially considering the price of high-end GPUs is getting up there compared to high-end CPUs.

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    5. Re:And the moral of the Story is... by billcopc · · Score: 5, Insightful

      Well see, that's the thing. A GPU is better suited to some kinds of massively parallel tasks, like video encoding. After all, you're applying various matrix transforms to an image, with a bunch of funky floating point math to whittle all that transformed data down to its most significant/perceptible bits. GPUs are supposed to be really really good at this sort of thing.

      My hunch is that the problems we're seeing are caused by two big issues:

      1. lack of standardization across GPU processing technologies. CUDA vs OpenCL vs Quicksync, and a bunch of tag-alongs too. Each one was designed around a particular GPU architecture, so porting programs between them is non-trivial.

      2. lack of expertise in GPU programming. Let's be fair here: GPUs are a drastically different architecture than any PC or embedded platform we're used to programming. While I could follow specs and write an MPEG or H.264 encoder in any high-level language in a fairly straight-forward manner, I can't even begin to envision how I would convert that linear code into a massively parallel algorithm running on hundreds of dumbed-down shader processors. It's not at all like a conventional cluster, because shaders have very limited instruction sets, little memory but extremely fast interconnects. We have a hard enough time making CPU encoders scale to 4 or 8 cores, this requires some serious out-of-the-box thinking to pull off.

      Moving to a GPU virtually requires starting over from scratch. This is a set of constraints that are very foreign to the transcoding world, where the accepted trend was to use ever-increasing amounts of cheaply available CPU and memory, with extensively configurable code paths. The potential is there, but it will take time for the hardware, APIs and developer skills to converge. GPU transcoding should be seen as a novelty for now, just like CPU encoding was 15 years ago when ripping a DVD was extremely error-prone and time-consuming. If you want a quick, low quality transcode, the GPU is your friend. If you're expecting broadcast-quality encodes, you're gonna have to wait a few years for this niche to grow and mature.

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    6. Re:And the moral of the Story is... by BLKMGK · · Score: 2

      Yeah now go look at the heaping scorn that was heaped on the Intel rep when he approached the x.264 guys way late in development. Had they been smart enough to come forward sooner we might have gotten accelerated instructions the x.264 guys would have used - not so now it seems. :-(

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    7. Re:And the moral of the Story is... by Nemyst · · Score: 3, Interesting

      You mean yesterday's, surely. Rasterizers still are required obviously but GPUs nowadays are very much shader-based and not so much polygon-centric (we're far from T&L). They're built to efficiently process short but otherwise arbitrary floating-point operation sequences in extremely parallel scenarii.

    8. Re:And the moral of the Story is... by rsmith-mac · · Score: 4, Informative

      Let's be clear here: the x264 guys will never be happy. QuickSync, AMD's Video Codec Engine, and NVIDIA's NVENC all use fixed function blocks. They trade flexibility for speed; it's how you get a hardware H.264 encoder down to 2mm2. There are no buttons to press or knobs to tweak and there never will be, because most of the stuff the x264 guys want to adjust is permanently laid down in hardware. The kind of flexibility they demand can only be done in software on a CPU.

    9. Re:And the moral of the Story is... by Ranguvar · · Score: 2

      Except even when you compare the fixed function H.264 encoders to x264 at those exact settings, x264 still dominates.

    10. Re:And the moral of the Story is... by rsmith-mac · · Score: 2

      That's my point though. Fixed function encoders won't be able to match x264 because of a lack of flexibility. They can't be optimized for specific niches, they need to be generalist in order to be decent at everything since the hardware can't be changed.

    11. Re:And the moral of the Story is... by fuzzyfuzzyfungus · · Score: 4, Insightful

      What strikes me as a bad sign is not so much that the GPU transcoding doesn't necessarily produce massive speed improvements; but that the products tested produce overtly broken output in a fair number of not-particularly-esoteric scenarios.

      Expecting super-zippy magic-optimized speedups on all the architectures tested would be the mark of expecting serious maturity. Expecting a commercially released, GPU-vendor-recommended, encoding package to manage things like "Don't produce an h264 lossy-compressed file substantially larger than the DVD rip source file" and "Please don't convert a 24FPS video to 30FPS for no reason on half the architectures tested" seems much more reasonable.

      I can imagine that the subtle horrors of the probably-makes-the-IEEE-cry differences in floating point implementations, or their ilk, might make producing identical encoded outputs across architectures impossible; but these packages appear to be flunking basic sanity checks, even in the parts of the program that are presumably handled on the CPU(when a substantial portion of iPhone 4S handsets are 16GB devices, letting the 'iPhone 4S' preset return a 22GB file while whistling innocently seems like a bad plan...)

    12. Re:And the moral of the Story is... by nabsltd · · Score: 3, Interesting

      No, but it is using it for post-processing such as deinterlacing, noise reduction, etc.

      I use the GPU to do FFT noise reduction before some encodes, and it's essentially "free" as it's faster than the 8 threads used by x264 for encoding.

    13. Re:And the moral of the Story is... by Dputiger · · Score: 4, Interesting

      Fuzzy,

      You pretty much nailed my problem with the output. :P That's the reason why Arcsoft, with compatibility problems, ultimately ranked above Cyberlink. Arcsoft doesn't do very good work on the Radeon 7950 and it can't handle CUDA, but it at least gets something right. Quick Sync video is very good.

      Cyberlink got nothing right anywhere. And it's the program most-often recommended to reviewers as a benchmark when we want to review GPU encoding.

    14. Re:And the moral of the Story is... by simonloach · · Score: 2

      A GPU is better suited to some kinds of massively parallel tasks, like video encoding. After all, you're applying various matrix transforms to an image, with a bunch of funky floating point math to whittle all that transformed data down to its most significant/perceptible bits. GPUs are supposed to be really really good at this sort of thing.

      And there's your problem.

      An h.264 encoder takes a frame of video and splits it up into 16x16 pixel macroblocks. Each macroblock is heavily dependent on those surrounding it (spatially and temporally). For an intra block, a prediction of the content of the current block is made using the decoded content of the top and left blocks. For inter blocks, a previous frame is used as a reference. The decoder has no idea what the original source file looked like, so any predictions made in the encoding process must be from the decoded frames. This leads to massive data dependencies in the encoder which cause a cascade of blocks that need to be encoded before the current block can be.

      Many, many, people have come onto #x264dev and tried implementing GPU accelerated encoding, some of them with impressive backgrounds. All of them left once they realised how difficult this problem is.

  3. Or just use an OpenCL-powered encoder... by carlhaagen · · Score: 4, Interesting

    ...since the results of OpenCL code is static across GPUs rather than being an arbitrary output.

    1. Re:Or just use an OpenCL-powered encoder... by Mia'cova · · Score: 4, Informative

      Only the more modern GPU support it. And of those, there are still different levels of support. Even if it's supported, you would probably get much better perf on an nvidia card by using cuda for example. So in today's world, you can't just use an onpencl-powered encoder, it depends on what hardware you have.

  4. Does anyone have editors anymore? by wbr1 · · Score: 2

    There is a screwed up graph on page two where they use the same graphic twice, and the caption describes aspects of the one that is missing. I really wanted to see the comparison too. You would think in an article of that size and scope someone would be responsible for checking layout as well as copy. It is no wonder we are losing to china. Their English may be worse, but their work ethic and attention to detail is possibly better.

    --
    Silence is a state of mime.
    1. Re:Does anyone have editors anymore? by Dputiger · · Score: 5, Informative

      As the author of the story, that's an error that slipped past in formatting. I'm uploading the proper graph right after I hit "Reply" on this.

  5. Single Page Version of Article by Anonymous Coward · · Score: 5, Informative

    Here's a link to the article in 1 page.

  6. Re:Lack of standards, quality. by DragonTHC · · Score: 2

    has anyone tried Badaboom?

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    They're using their grammar skills there.
  7. Re:Lack of standards, quality. by Hatta · · Score: 4, Insightful

    What I don't understand is how this happens. Why would the same calculation get different results on different GPUs? Are they doing the math incorrectly?

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  8. The real problem... by Sulik · · Score: 2

    The real problem is a lack of a common API for encoding regardless of GPU/CPU, which leads to vendor-specific implementations with varying degrees of quality. The most efficient way to pretty much do anything is a dedicated HW block (from both perf and power point of view), so there is no question that there is value in encoding using dedicated hardware, but the software has to catch up.

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  9. Re:Lack of standards, quality. by cheesybagel · · Score: 5, Informative

    Hint: Not all GPUs have IEEE FP compliant math. Often they break the standard, or do something else altogether just to improve performance.

  10. Re:Lack of standards, quality. by TD-Linux · · Score: 3, Interesting

    Because behind the scenes your "encoder" program is actually using several different encoders. Generally the encoder has to be custom written specifically for the specialized GPU hardware it is targeting.

  11. Re:Lack of standards, quality. by PCM2 · · Score: 4, Informative

    has anyone tried Badaboom?

    Not much point. It's been discontinued.

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  12. Re:Lack of standards, quality. by SplashMyBandit · · Score: 2

    CPUs used to be like that too.

  13. Re:9 Pages??? by Dputiger · · Score: 3, Informative

    As the author:

    Because 3000-word articles with PNGs at ~300K per large image and 100K per preview image aren't fun reading in a single go. There's ~1.5MB of imagery just on the third page . Pages 3-8 have about the same, and that's with the images only loaded as thumbnails.

    If you've got a fast net connection, you won't care. If you don't have a fast net connection, loading 16MB of images at once isn't a lot of fun.

    Visual quality comparisons are one area where you can't use low-quality JPGs. A 9-page article at ET is a real rarity, it's not something we do because we want to spam ads.

  14. Re:Lack of standards, quality. by grouchomarxist · · Score: 2

    There are probably two issues here, but the kind of calculations we're talking about here are floating-point calculations. And as every programmer should know floating-point calculations done by different CPUs or GPUs don't give you consistent results: http://developers.slashdot.org/story/10/05/02/1427214/what-every-programmer-should-know-about-floating-point-arithmetic

    Also, we're talking about GPUs here. GPUs aren't even designed to give you IEEE standard results. Instead they're designed to give approximate results intended to be used for real time graphics display.

  15. Re:Lack of standards, quality. by rsmith-mac · · Score: 4, Informative

    Because they're not using the same encode paths.

    All 3 hardware encode paths - Intel QuickSync, AMD AVIVO, and NVIDIA's CUDA video encoder - are largely black boxes. Programs such as MediaEspresso are basically passing off a video stream to the device along with some parameters and hoping the encoder doesn't screw things up too badly. Each one is going to be optimized differently, be it for speed, more aggressive deblocking, etc. These are decisions built into the encoder and cannot be completely controlled by the application calling the hardware. And you have further complexities such as the fact that only Intel's QuickSync has a hardware CABAC encoder, while AMD and NV do it in software (and poorly since it doesn't parallelize well).

    Or to put this another way, everyone has their own idea on what the best way is to encode H.264 video and what kind of speed/quality tradeoff is appropriate, and that's why everything looks different.

  16. Re:Lack of standards, quality. by pla · · Score: 4, Informative

    Because behind the scenes your "encoder" program is actually using several different encoders. Generally the encoder has to be custom written specifically for the specialized GPU hardware it is targeting.

    This has largely ceased to present a problem, thanks to OpenCL.

    GPU code no longer needs to run as custom-written shaders targetting 20 different platforms. One program, written in fairly straightforward C, will run on just about any modern platform. And it will do so at speeds that absolutely dwarf a CPU - The Radeon x9yy cards (for x>=5) easily crush a modern CPU at OpenCL code by a factor of a thousand. The x8yy cards still perform admirably, over three hundred to one. For NVidia, the Tesla series do well, while the GX... Well, ten to fifty times faster doesn't exactly suck...


    The real problem here? Most people have really crappy GPUs. Even compared to the $100 card range, your GPU sucks ass, and hard. And you can't really blame people, because honestly, even modern IGPs will run just about anything fairly well, so why would you pay for more?


    But don't blame the GPUs, or the concept in general. If you target OpenCL and the user has a halfway decent modern GPU, it will give consistent, reliable results, and will blow away your CPU many times over.

  17. Re:Welp by gnasher719 · · Score: 3, Interesting

    Pity the Handbrake devs are dickwads.

    1. It's not funny.

    2. They make an excellent bit of software that I have been using for free for years. Unless you helped them out you can't complain.

    3. The guys creating Handbrake and the guys making video encoders are not the same people, so your rant is misdirected.

    4. I mailed them two suggestions for improvements, and both got implemented. Now this may be because my suggestions were the kind of things that were (a) genuine improvements and (b) interesting for the developer and therefore would have been implemented anyway, but in my experience they are responsive to the right kind of suggestions.

  18. Re:Lack of standards, quality. by Skarecrow77 · · Score: 5, Insightful

    but, at least in this context, speed is nearly irrelevant because it fails at the task at hand, producing high quality video.

    who cares how fast it completes a task if it's failing? Nobody gives little jimmy props when he finishes the hour-long test in 5 minutes but scores a 37% on it.

  19. Re:Lack of standards, quality. by Anonymous Coward · · Score: 2, Insightful

    Nice shill paper you got there... Of course a paper made by the throughput computing lab and the Intel architecture group (both Intel corp) will advocate there's not much speedup by a GPU when compared to a CPU.

    The big thing to note is that with a GPU, you have to do what you did when working with the original SSE (intel...) instruction set on regular CPU's, FP16 numbers will not have a significant amount of precision, so you must take that into account when programming with that instruction set in mind. It's not as if people haven't been performing calculations with numbers bigger than the bit width of the cpu's instructions. Modern GPU are getting much beefier with double precision math as well

    the 5000 series Radeon's (not examined in the paper) have much better DP performance than the geforce GTX 280 compared. The Radeon 5970 for example has 18x the DP GFLOPS that the i7-960 has, and they both went to market at the same time. For SP data, the 5970 is 46x better than the i7-960.

  20. Re:Lack of standards, quality. by pla · · Score: 3, Informative

    who cares how fast it completes a task if it's failing? Nobody gives little jimmy props when he finishes the hour-long test in 5 minutes but scores a 37% on it.

    I agree that presents something of a problem for current implementations; the concept of GPU transcoding doesn't fail, however. Only the fact that those currently pushing it have tried to show at least modest gains for everbody - meaning those with massively inappropriate hardware - has made it such an abysmal failure to date.

    To repeat my earlier post, if you target an OpenCL-capable GPU, you will get consistent results; and if you target a card with a reasonable number of compute units, (58xx/59xx/68xx/69xx/tesla), you'll see performance far beyond what a modern CPU can give.

    Does that make GPU transcoding the best choice for the general public at present? No! But for those with the hardware, the comparison counts as literally laughable.

  21. Re:Hardware transcoding, not GPU by nabsltd · · Score: 3, Interesting

    That's why video professionals and tv stations rely on hardware based transcoding, and this solutions tend to be expensive.

    x264 can encode 1080p in realtime on a modern Intel CPUs (Sandy Bridge, etc.) with pretty much as good a quality for the same bitrate as most hardware solutions. For non-HD, x264 just smokes hardware, as it can do better than realtime encodes at very high quality on those same CPUs.

  22. Re:Incompetent Author? by Dputiger · · Score: 5, Informative

    I set out to test presets. Specifically, I set out to test the presets of software packages which are sold on the purported *strength* of those presets. I say so in the first paragraph:

    " Our goal was to find a program that would encode at a reasonably high quality level (~1GB per hour was the target) and require a minimal level of expertise from the user."

    That's why MediaCoder results weren't included.

    The entire article came about because Cyberlink's iPhone 4S preset yielded files that were 1.4GB if I used CPU encoding or a GTX 580, and 188MB if I used Quick Sync. That disparity is what I noticed when I went to check encode quality for the initial IVB review.

    Can you build custom profiles in CME and create outputs that avoid these problems? You can -- though some options aren't available. That, however, is not the point. If I'm going to build my own custom profiles, I can download a copy of MediaCoder for free and do it with a more powerful piece of software that offers a huge number of options.

    I did a review of "Software that claims to automate the GP encode process." I did not do a review of "Can Cyberlink MediaEspresso EVER create a decent image?" Given what I set out to evaluate, my ability to tweak profiles to achieve a satisfactory result is not a valid criteria for my conclusions.

  23. Re:Intel QuickSync is the true winner by Dputiger · · Score: 2, Informative

    No, the article says that GPU encoding software runs the gamut from outright awful to simply broken and limited. Quick Sync video is great in Arcsoft, terrible in Cyberlink, unsupported in Xilisoft, and looks decent in MediaCoder. Check the GTX 580's output in Xilisoft for plenty of proof that no, you don't need insane bitrates to create decent-looking output.

  24. Re:Lack of standards, quality. by Darinbob · · Score: 3, Informative

    And remember that this is not necessarily lower quality! There are valid reasons for not following the complexities of IEEE floating point if you have no need for portability.

  25. Re:Intel QuickSync is the true winner by spire3661 · · Score: 2

    Ok so i have a Sandy Bridge K processor. What else do i need to make QS work?

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  26. Re:Lack of standards, quality. by Skarecrow77 · · Score: 2

    I've got a first generation fermi-based GTX 470. Considering that, at the time, the parallel compute power was the big halo selling point of the new fermi gpu, I was very underwhelmed when I finally found some software that would actually use it. I saw speedups of only about 3x or so above and beyond my core 2 duo (only a 2-core!) e8400, and the quality was abysmal in comparison

    I'm not saying that GPU transcoding -shouldn't- be a better option than cpu transcoding, it completely should be, but current implementations seem like completely ignored why we're transcoding in the first place and what our goals are. having a faster transcode is nice, yes. faster is always nice, but it's simply not worth the tradeoff in quality, which is the point.

    I transcode blu-ray rips to mkv at dual-pass 8000kbps with x.264's "slower" setting on an athlon II 245. the average encode takes anywhere from 36 to 48 hours. But I'm cool with that. do it right that once, and you're set for life. They're beautiful encodes.

  27. Re:Lack of standards, quality. by ville · · Score: 2
  28. Re:Lack of standards, quality. by parlancex · · Score: 5, Informative

    Hint: Not all GPUs have IEEE FP compliant math. Often they break the standard, or do something else altogether just to improve performance.

    I can't speak for ATI, but actually all FP32 math on Nvidia architectures for many generations now has been IEEE compliant, excluding NAN and -inf +inf and exception handling cases, and except for their hardware sin, cos, log implementations, and except when using the fused multiply add instruction (though the last one you could actually get around by using special compiler intrinsics to avoid the fusing).

  29. Re:Lack of standards, quality. by Surt · · Score: 2

    Props to Jimmy, he got 37% right in 8.3% of the time, and even more credit since I assume not everyone could get a 100% in an hour, or what would be the point of the test.

    --
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  30. Also let's be clear by Sycraft-fu · · Score: 4, Informative

    That while the x264 guys aren't wrong to want to keep working on a software encoder that is tweakable, there is nothing wrong with a fixed function hardware encoder for some tasks. Sometimes, speed is what you want and "good enough" is, well, good enough.

    Like at work I edit instructional videos for our website (I work at a university) using Vegas. I use its internal H.264 encoders, which can be accelerated using the GPU. They are quite zippy, I can generally get a realtime or better encode, even when there is a decent amount of shit going on in the video that needs to be processed (remember that Vegas isn't for video conversion, I'm doing editing, effects, that kind of thing).

    Now the result is not up to x264 quality, per bit. I could get better quality by mucking around setting up an avisynth frameserver and having x264 do the encoding using some tweaked settings for high quality. However it would be much slower.

    Not worth it. I'll just encoder a reasonably high bitrate video. It is getting fed to Youtube anyhow, so there's a limit to how good it is going to look. The faster hardware assisted encode speeds are worth it.

    If I was mastering a Blu-ray? Ya I might do the final encode to go off to fabrication with x264 (actually more likely an expensive commercial solution that can generate mastering compliant bitstreams). Spend the extra time to get it as quality as possible because of all the other work and because it could actually be noticable.

    There is room for both approaches.

  31. Re:Lack of standards, quality. by Anonymous Coward · · Score: 2, Interesting

    Shill paper? I guess you prefer your papers sponsored by Nvidia, showing a device of no more than 5x memory bandwidth improvement and no more than 5x flops improvements getting 1000x peformance increases? *Those are shill papers*. Today the situation is slightly changed, but not hugely.

    i7-3770K makes 112 DP GFLOPS and 25.6GB/s memory bandwidth.
    5970 makes 928 DP GFLOPS and 256GB/s memory bandwidth.

    So they're both within 10x. It makes 4.64 SP TFLOPS, which is about 20x the SP FLOPS.

    Still not going to get 100x performance increases, are you? 1000x? Pfft

  32. Please see real transcoders by TheSync · · Score: 2

    Please see Elemental Technologies GPU-accelerated H.264 transcodes.

  33. Re:Lack of standards, quality. by The+Master+Control+P · · Score: 2

    The math units on every nVidia card made since at least late 2009, both single and double precision, are ieee754 compliant. The only excuse for it being wrong is that someone deliberately used the __fast non-primitive operations (sqrt/log/exp & friends), which compromise the algorithms used to compute transcendental operations. The exact extent of the compromise is detailed in the back of the nVidia CUDA guide.

    I agree it would be pathetic if this were because someone passed -ffast-math or whatever it is to nvcc.