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Issue after issue...

First, it wasn't booting, it got up to GPU acceleration on the launcher and then crashed. Rebooted PC, nope. I reinstalled. Couldn't get past the plug-ins on the launcher. Fixed that by removing the "OFX Video Plug-Ins" file. Still having the GPU acceleration issues. Solution is to disable my onboard intel GPU just to open Sony Vegas, then I can re-enable it, but I'm missing the "Titles and Text" plug-in (and more) because of the previous solution, can't add it back yet I need it.
Edit: I have deleted temp files, still stuck on plug-ins.

Three completely separate issues, yet all are problems I've run into. Two solutions that are honestly stupid, and very temporary. I've been troubleshooting for 5 hours. I am to the point where I'm about to just learn a different editing program. Please help, I have deadlines.

  1. Vegas Pro 16.0
  2. https://pcpartpicker.com/useInsayno/saved/cGDq4D
  3. Windows 10
  4. Not pirated
  5. Read sticky
  6. I've been searching everywhere AND I messaged support but I don't have 4 days to solve all of these issues.
submitted by Insayno to VegasPro

March GPU Trends - PS5 Presentation Deep Dive

Sony has just completed there PS5, replacement presentation for their GDC presentation, which contained enough complicated information to do a deep dive into changing GPU trends.
This should not be compared to, Microsoft’s own release of information via DigitalFoundry, as that did not contain enough technical information to do a deep dive Post around.
Let’s start by killing off, all those fake YouTube uploads about PS5 costing less than $600
Console hardware component costs (Forbes) = $450.
Two controllers and accessories costs (old controller cost $18) = $40.
Worldwide Distribution and Packaging = $30
Launch Games = £20
Total Costs = $540
Retailer Gross Margin 12% and resulting recommended price = $604.80
This is the price of P55 with Sony making a loss on every unit sold at launch to consumers is around $600 and this does not include any research and development recovery costs. The original Radeon Navi 10 launch was plagued with fake leaks from people with agenda to spread unrealistic pricing expectations to many millions waiting for the new about the new Radeon Navi 10 GPUs. No need to repeat, that kind of stupidity for the next generation of console launches.
Having cleared a lot of fake YouTube uploads from people with an agenda, we can discuss what console gamers are getting from upgrading to from PS3 or PS4 to the PS5.
This replacement presentation was delivered by Mark Cerny and console gamers are going shocking amount of cutting-edge technology for their money, well shocking by Nvidia and Intel standards of minimalist changes for higher pricing!

The new console is using variable boosting within a fixed power TDP, since the CPU does support AVX 256 instructions, which can gobble up a lot of electricity when used.
Ryzen CPU will Boost up to 3.5Ghz.
GPU will Boost up to 2.23GHz (expected to run close to this speed in most circumstances).
Radeon Smartshift = intelligently shifts power between CPU and GPU to boost FPS.
Two Co-Processors = one to SSD IO, one to memory mapping game developer like to do.
DMA Controller – directs SDD data.
Coherency Engine = avoids discharging of GPU caches in favour of scrubbing stale data.
Custom Flash Controller = 5.5GB/s.
M.2 Expansion = they will release of a list of compatible retail products.
Each PS5 CU has approximately 62% more transistors than PS4 CU (not something you would need to tell a PC gamer).
Backwards compatible with PS4 Pro and PS4.
Extra CU on the GPU has been modified to do 3D Audio = Tempest Engine using HRTF Profiles.
Primitive Shaders = same as RX 5700XT and RX 5700.
Raytracing = same as RDNA2 (unreleased) using a Intersection Engine, which uses a BVH acceleration engine and it is memory intensive.

No details on Ryzen CPU threads or core counts, but it will run up to 3.5GHz. And, no details on GDDR6 capacity. Raytracing has been tested by Sony up to reflections in a game with minimal FPS costs, which was a bit of surprise as DigitalFoundry speculated that Raytracing on Microsoft’s console came at a big FPS cost.
Big news, AMD’s Smartshift hardware has been implemented for PS5. Frank Azor (Chief Architect of Gaming) demonstrated Smartshift at the CES 2020 presentation boosting FPS by 10% in the games on their new laptops (Ryzen 4000 Series with RX5600m) and he indicated that when the hardware was released in Q2 for laptop product lines, he was expecting an even bigger FPS gain. Smartshift could give the new Sony PS5 a bump in FPS of up to 15% in games on top of raw performance of the new RDNA2 architecture.
Big news, is Radeon’s new Raytracing Hardware Acceleration (Intersection Engine) is memory intensive and some of those leaks with Big Navi GPUs with up to 24GBs of VRAM are starting to make a lot more sense now, because they use BVH engine (model) and rays are traced via that model.
Big news, Radeon’s Primitive Shader hardware has been chosen by Sony for PS5 as opposed to variable rate shading technology that Microsoft opted for in their console. Currently, the RX 5700 Series has 17 primitive shaders and the Vega 10 GPUs have 4 primitive shaders. Nobody really knows how much FPS this primitive shader hardware can add to a game when fully implemented but can be expected to easily beat the established gain from variable rate shading, which adds up to 8% to FPS.
The main difference between the Sony’s console and Microsoft console appears to be Sony has gone big on FPS boosting technologies (Smartshift and Primitives Shader hardware implementations that will be able to pump out an extra 30% on top of the bare GPU specs) , SSD technologies (5.5GBs) and there is one extra CU on GPU, which has been modified to do 3D audio (with 5 HRTF Profiles at launch). Microsoft has gone big on Raytracing and brute forcing higher FPS (PS5 is 10.3 teraflops and Microsoft’s console is 12 teraflops), Microsoft was keen to show full raytracing in Minecraft.
Consequently, it may be a case that PS5 may holds an FPS lead over Microsoft’s console in traditional games, but the Microsoft console will hold a raytracing advantage over the PS5. Clearly, the audio will be a clear win for PS5, since they have done a tonne of extra research and development on that part of the gaming experience.
For PC gamers, using Navi 10 ($380 and $320) and maybe Vega 10, primitive shaders inclusion in the PS5 will see a group of games coming across to the PC that hold significant FPS advantages towards the end of the year onwards. Pricing wise, the current GPUs are sufficiently below the price of the new consoles for PC gamers to not need to worry about Radeon GPU value propositions. And, as Sony did mention, they do expect PCs segment to see new retail NVME SSDs arrive in the future that push towards the max limits of PCI-Express Gen 4 (7GB/s).
Sony and Microsoft partnerships with AMD over several years helped the company remain solvent during the Bulldozer and Piledriver years and as with all rescue partnerships there comes a day when the rescuer gets rewarded for their past good deeds. In this case, the rescuers have ended up with cutting edge features sets for their next gen consoles! And, it is good for PC gamers to have console gamers with lot’s of future facing hardware technologies, since PC gamers are pretty adept at reselling their older hardware and upgrading to newer hardware (mitigating the costs of getting the latest hardware innovations).

I have created a Subreddit with my Reddit Posts RadeonGPUs, which is open for Redditors to do their own Posts as well, please consider subscribing should you find the Posts there helpful or interesting!
submitted by balbs10 to realAMD

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