Introduction Hello and welcome to the latest releases of Cinegy Air v22.12 and Cinegy Title v22.12.
My name is Simon Pilbeam and I shall be taking over product manager duties for the Cinegy Air product from Lewis' capable hands. This is my first fully responsible release as the new Product Manager of Cinegy Air (I collaborated on the last Cinegy Air release) and it has been a steep learning curve.
Introduction We wanted our previous Cinegy Multiviewer release out ASAP so much that we had almost no time to write a traditional "What’s New…" post. And finally, we are back with the new and shiny Cinegy Multiviewer 22.10 release!
The previous release has had a fair number of bugfixes and improvements, some of which include introducing a fresh GUI look, supporting cinematic framerates and non-48 kHz audio feeds.
Some of the updates, like significant GPU performance optimizations, have been announced quite a while ago and you have seen it at Cinegy TechCon, on our YouTube channel, or in Cinegy Multiviewer 21.
Cinegy is happy to present the next major release of Cinegy Capture family – Cinegy Capture v21.11, featuring a bundle of new useful features as well as important fixes and enhancements.
Remarkable New Features We are always excited to bring you some new features and improvements in new versions of Cinegy Capture, so we have a list of major changes in Cinegy Capture v21.11, which you can learn more about in the relevant sections below:
The version number scheme of Cinegy software products is used for system maintenance and to facilitate problem reporting and tracking. At TechCon 2021, as part of the general overview of upcoming changes, we announced our intentions to improve the experience of customers using our software and particularly managing their licenses.
Introduction At the start of the year we released Cinegy Air 21.2, and now, as we near the close of the year, we add to that release with Cinegy Air 21.9. This marks the first major release since the adoption of the new year/month version numbering scheme – and as you can see from the slight misalignment, we are still getting used to what number to target as we cycle through a few release candidates.
This post is a slightly amended version of the presentation that Lewis Kirkaldie gave during Cinegy’s Technical Conference 2021 which was live-streamed on March 25th and is now available to view as a recording. It is about D2CAM. You might ask yourself immediately – what is D2CAM?
The story starts in the first days back after the Christmas and New Year holidays when Lewis called up Jan and Daniella and pitch to them the idea of having some kind of event – similar in spirit to what Cinegy used to do with the physical technical conferences, but with more audience participation and compressed into less time.
This post is a slightly amended version of the presentation that Michael Zolotuskiy gave during Cinegy’s Technical Conference 2021 which was live-streamed on March 25th and is now available to view as a recording.
In this article we are going to talk about remote production.
WHY do we want to go remote, WHY we do we actually need the remote production at all?
The IT technologies are being developed incredibly fast during the last few years and the Internet speed is increasing also very fast.
This post is a slightly amended version of the presentation that Jan Weigner gave during Cinegy’s Technical Conference 2021, which was live-streamed on March 25th and is now available to view as a recording.
The post is named "Bytes and Pieces", as a general headline to cover all of the things that are going to be discussed. We’re going to review GPUs, CPUs, the latest greatest smartphones and what you can do with them.
This post is a slightly amended version of the presentation that Yaroslav Korniets gave during Cinegy’s Technical Conference 2021 which was live-streamed on March 25th and is now available to view as a recording.
NVIDIA GPU Acceleration Overview Graphics chips started as fixed-function graphics pipelines. Over the years, these graphics chips became increasingly programmable, which led NVIDIA to introduce the first Graphic Processing Unit.
The biggest constraint in using the GPUs for general purposes was that they required use of graphics programming languages like OpenGL and CG to program the GPU.