Puget Bench for Creators licensed users we have some exciting news for you! Today our Puget Labs team has published the latest Public Beta of Puget Bench for Premiere Pro and Puget Bench for DaVinci Resolve. Both benchmarks now include three new real-world workflow tests: 🔹 YouTube Gamer: Mixed res/FPS, HEVC VFR + H.264 greenscreen, 2x multistream, nested sequences, MOGRTs, PNGs, FX, transitions, text → H.264 UHD 50Mbps. 🔹 Behind the Scenes: H.264 + HEVC 4:2:2 10‑bit, VFR, up to 5x multistream, color, time remap, stabilization, FX, text → H.264 UHD 50Mbps. 🔹 Behind the Scenes (ProRes): Same timeline, multiple ProRes flavors → ProRes 422HQ UHD. Labs has also included additional checks to ensure all media is fully relinked before tests begin, resolving edge cases where exports could take much longer than they should, skewing results. If you edit or grade in Premiere or Resolve and want scores that match real-world performance, check out the new update and tell us what you think!
Premiere Pro and DaVinci Resolve Benchmark Update Released
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Really excited about this beta release for our Premiere Pro and DaVinci Resolve benchmarks! Our tests have historically been very focused on specific aspects of the host application (encoding, decoding, effects, etc.), which is great for identifying performance bottlenecks, but sometimes misses nuances when multiple aspects are used in tandem. The new "Real World" tests combine everything together into realistic (IE, messy) projects to measure more holistic performance.
Puget Bench for Creators licensed users we have some exciting news for you! Today our Puget Labs team has published the latest Public Beta of Puget Bench for Premiere Pro and Puget Bench for DaVinci Resolve. Both benchmarks now include three new real-world workflow tests: 🔹 YouTube Gamer: Mixed res/FPS, HEVC VFR + H.264 greenscreen, 2x multistream, nested sequences, MOGRTs, PNGs, FX, transitions, text → H.264 UHD 50Mbps. 🔹 Behind the Scenes: H.264 + HEVC 4:2:2 10‑bit, VFR, up to 5x multistream, color, time remap, stabilization, FX, text → H.264 UHD 50Mbps. 🔹 Behind the Scenes (ProRes): Same timeline, multiple ProRes flavors → ProRes 422HQ UHD. Labs has also included additional checks to ensure all media is fully relinked before tests begin, resolving edge cases where exports could take much longer than they should, skewing results. If you edit or grade in Premiere or Resolve and want scores that match real-world performance, check out the new update and tell us what you think!
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This was a live performance demo I put together for GameSoundCon last year to show some of the possibilities of MetaSound preset widgets, using UE 5.7 and the TechAudioTools Content plugin. The widget is forwarding MIDI events from a Minichord device to the MetaSound, analyzing audio bus outputs from the MetaSound, and live-editing drum sequence patterns using the Harmonix Fusion Sampler nodes.
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Alphaholics 🤓 Larger main boards often contain gradual animate-on’s and animate-off’s to use the impact of the giant screen while elegantly transitioning back to the game view. In this example, the Touchdown prompt shoots to the wing sides to reveal middle-screen alpha transparency. Full case study: https://lnkd.in/gG4DADHN
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With Claude Code by your side, almost everything you can imagine can be made (for you). So why not turn your festival website into a PINK 3D RAINFOREST WORLD that you explore as a chubby little pig? Where you literally walk to the ticket booth to get your ticket? We built this with Three.js in one weekend. It runs smoothly on desktop and mobile. Multiplayer is already in the making. What does it mean for creatives when someone as entirely unable to code as me can build functional 3D worlds in a weekend? When everything you imagine can be made, your imagination becomes the only constraint. So what CAN we imagine? More on this topic in my new Substack article, out next week. Link in comments.
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Here's how I add foley to my game: -Record sound through my mic into FL Studio. -Review the takes and cut together my favorites. -Export the audio to FMOD, where I add it into an action sheet and apply a spatializer so it plays in 3D space. -Attach it to a custom script that triggers the sound based on in-game events.
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It’s that time of year again—time to rethink creator tools and production gear. With RGBlink StreamZ, 4K capture, ISO recording, and 4K streaming are handled in one compact device—without rebuilding the setup every time. Recording 4K through the HDMI/UVC input directly to the internal drive is smooth. Really smooth. The image is crystal clear, colors are well preserved, and there are no artifacts or dithering—just clean video, ready the moment recording stops. If live content creation is part of your workflow, this is a huge time saver. No computer. No traditional video switcher. Just press record and get to work. Learn more: https://bit.ly/4jOmmSO #Productivity #caputrecard #ContentCreation #webcam #streamdeck #isorecording #ISO #OBS #livestreaming #gamelife #gamingsetup #GamingGear #RGBLink #streamer #VideoRecord #ProductivityTools #Presentations #WorkflowTools
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If your capsule CTR is below 8%, you're training Steam's algorithm to ignore you. Here's the Next Fest truth nobody wants to hear: this event is a CTR stress test disguised as a showcase. Traffic means nothing if your capsule doesn't get clicks. You're just feeding impressions to someone else's game. This years Next Fest playbook (or: how to stop getting buried!) Your store page is a landing page that needs optimization. Above the fold (the first thing you see before you scroll down) needs to answer this in 3 seconds: What is this? Why does it slap? What do I do? Fix your CTR before you plan content. Before you schedule dev streams or worry about broadcast slots you should test capsule readability at thumbnail size, lock in one clear genre promise, and build contrast + a focal point Your trailer's first 5 seconds are life or death. Open with gameplay and the "oh shit" moment. Please don't open with logos. Treat Press Preview like launch day. It starts Feb 12 at 10am PT. Have a clean build and your story hook locked. Broadcasts should be fun events worth watching. Skip "we're live all day." Run challenges. Do dev vs. demo showdowns. Let chat control a chaos run. Have fun with it. If you aren't locked in on your Next Fest strategy yet, you should be ASAP.
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Balancing SFX on a video game can get tricky. There's a concept I like to call the Economy of Sound. It's how you manage to fit every single piece in the puzzle. There are many ways, but making it purely through volume won't be enough. Here's a short showcase of what I did for Dock King.
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I’m reaching the end of my demo project. I’ll now be working on audio mix adjustments, cleaning up graphic assets, and text positioning. If anyone would like to test before the official release, here is the Android version: https://lnkd.in/d8qcwEzU As a reminder, my project is a game, but not only that: it’s also an audio research project (let’s call it “my thesis”) focused on real-time procedural sound generation with Wwise for video games. Once everything is set up on Steam and Google Play and the submissions are approved, I will provide a Wwise project that will allow anyone interested to analyze the project in real time while the game is running. See you soon, when everything is officially online. PS: The EN / FR / ES versions are available. However, the instructions are still the PC ones. The only difference is that instead of using two buttons to rotate and zoom, everything is done with one finger by sliding.
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As January 2026 comes to a close, I'd like to showcase some of the work going into Project: Eidolon. Originally, I planned to reveal some of the recent cutscene development that has concluded, but instead I wanted to highlight the biggest ongoing milestone for the game so far - started as of this week. One of the game's core mechanics is the shifting environment that reacts to the player's defeat. This is reflected not only by the deteriorating background, but also in the playable space itself. I have begun developing a procedural level-generation system that currently controls: - the number of vertical layers the player can teleport between (as well as the distance between layers), - the length of these paths, - wall placements and spawn chance (with variable actor classes), - player save / spawn points, - and much more still in progress. It's a brand-new system in the works, but progress has been substantial already, with plenty of refinement ahead. More updates coming soon.
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