Hope this helps if someone wonder how to activate the cuda in adobe premier. Thats it, once you launch adobe premier, you should have gpu acceleration option under project setting - general. press ^X (control X) to exit, and when it is asked to "save" just press "Y" and then enter until you exit this window. New window appears with list of supported nvidia cards (such as gtx 285, nvidia quadro xxx, etc), and paste your cards name before from textedit to end of this list. Type this code next in the same terminal window:Ģ) sudo nano /Applications/Adobe\ Premiere\ Pro\ CS5/Adobe\ Premiere\ Pro\ CS5.app/Contents/cuda_supported_cards.txt CUDA driver update to support CUDA Toolkit 10.1 and macOS 10.13.6 Information License Free Size 16.2 MB Developer’s website Downloads 9719 App requirements Intel 64 macOS 10.13. Check your macOS build number and download the corresponding driver, using the following table. Copy and paste your card's name (the one I highlighted in blue to textedit, mine is GeForce GTX 470) You must update the NVIDIA display driver before updating CUDA. Name: GeForce GTX 470 Compute capability: 2.0 OpenGL version as determined by Extensionator. Renderer string: NVIDIA GeForce GTX 470 OpenGL Engine If you're card cuda works, it should say something like this in the terminal: Macs stopped getting NVIDIA GPUs in 2014, and on Windows the limitations of the graphics driver system hurt the performance of GeForce cards running CUDA. I found this hack in insanelymac forum (all credits for them, I am just following their hack method).ġ) sudo /Applications/Adobe\ Premiere\ Pro\ CS5/Adobe\ Premiere\ Pro\ CS5.app/Contents/GPUSniffer.app/Contents/MacOS/GPUSniffer But I have to do some hack in supported nvidia card text. I can confirm now that cuda works in adobe premier now for my gtx 470. Currently the drivers for Mojave is not supported. On the nVidia website, it supports up to High Sierra 10.13.6 released in July 2018. Don't know how to test the openCL though. I am looking for compatible nVidia driver and nVidia CUDA driver for the MacBook Pro to be able to run graphic acceleration with Adobe Premier Pro CC version 13.1.2 (Build 9). Haven't tested the cuda yet since I don't have adobe premier, but openGL is fine. In order to run Mac OS X Applications that leverage the CUDA architecture of certain NVIDIA graphics cards, users will need to download and install the CUDA 5.5.28 driver for Mac located here. *Edit: Install both driver and cuda from Nvidia official website linked from Tonymacx86 download. Thank you very much, any recommendation is greatly appreciated. So, My question is do I have to install Nvidia driver and Cuda driver like the one Tonymac suggested in Nvidia graphic install blog? I never use Nvidia card, so It's my first experience. Nvidia has not been delivering driver/CUDA updates as well, so it looks like. I also run multi beast to enable the patch for openCL 10.7.2. I currently just installed Nvidia GTX 470, and it is being recognized by OSX Lion 10.7.2 working fine with GE=yes. Just have a quick question regarding Nvidia GTX 470. Building a CustoMac Hackintosh: Buyer's Guide
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Than in mainstage i put a footswith in my layout, press/realase type and ctrl 1 In the modulation part 1 i've inverted the destination with source and i put destination HOLD and source CTRL#1 In the playback i switched off the 1sht button, so if i want that the loop play i must to hold on the key 'till the end of the loop. WIth logic instrument EXS i've build a new sound called DR&BS in which i put in the C3 a drum sample groove and in E3 a Bass sample groove in 2 different loops I really like what the Solo Performer Show Controller by Alien Apparatus does (especially the foot switches), but since I already have Logic Suite and a midi controller, can I make these work for what I want to do without shelling out another $600? Is there any way that I can do this with MainStage? Can I "build" a software instrument that does this via TouchTracks/Logic and then access it in MainStage? Perhaps even assigning only half the keyboard to it and the other half to a synth or other software instrument? This is exactly the kind of thing I'd like to do. It can even set each one of them to play the loop/seq in a loop continuously, just one time, when the key is pressed but stop when you let up, etc. I noticed in Logic there's a feature called Touch Tracks (I've messed with it, but haven't got it to work right yet) that will allow you assign loops and software instrument sequences to specific keys/pads on your midi device. Going back to the original question, can MainStage be used for backing tracks, samples, etc.? I think the iPod or iTunes idea is fine for some people, but I'd like more dynamic control of those tracks/samples/loops. Hope that helps to give you at least one option There are tons of options available for midi input/control Remember to assign midi parms to the hardware device associated with your new button (in Layout mode) Use your mouse to click the button just to test The script will now run whenever you trigger the button Select the Applescript to correspond with what you want to do Next pane will be populated with script options to cue tracks in iTunes The next pane will get populated with different options, scroll down to the last item Applescript In the parameter mapping section, click>Actions Go to the bottom of the screen to see Parameter mapping. Go to Mainstage edit mode (select Edit box from top left of screen) Go to MainStage layout mode (select Layout box from the top left of screen), create (or use an existing) button I add a button to my rig in MS, midi assign it, and use it to cue my backing track from iTunes. 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These is an abstract concept where you write a short sentence about a person, place, thing or concept connected to the character. This saves a lot of past in-game math and is a very smart move.Īdditionally, one of the aspects I really liked in character generation was the concept of Connections. Although you are still rolling them, you are multiplying everything by 5 giving your Characteristics a percentile value right off the bat. Gone are the old-school 3 to 18 values for your ability scores or Characteristics. This is where some of the biggest changes occurred, although not THE biggest. They added a few steps to it to give you more ways to flesh out your character and have a lot more fun with it. Character generation was very smooth and simple, as well as enjoyable. I generated 6 characters for this adventure, converted from other characters I have used in the past for one-shot CoC. Although I did not concentrate on these areas (as I was running a one-shot and did not need to), I did see them through out the book. I have always felt that CoC was more attuned to on-shot or convention games and less about long term campaigns but these edition has mechanics and tools to help the GM maintain a longer term game of CoC. These guys put a lot of thought into ways to use what existed already, and it is a little refreshing to see that approach.Īlong with streamlining and simplifying the game, another design philosophy I see in the knew edition a stronger focus on long term campaigns. The essence of the game system is very well preserved while a lot of modern sensibility is injected into the existing core mechanic. The majority of the changes are either additions that you can just about add to any RPG system or streamlining of the existing system. What is amazing to me about the rule set is that it backwards compatible. But like I said we were close – like one major encounter away from finishing the adventure. It was a simple enough adventure with some interesting twists but unfortunately I think I spent too much time explaining the changes to the CoC rules set to finish the adventure. I ran Amidst the Ancient Trees, an adventure in CoC7e PDF material. We did not get to finish but we were close. The game I ran went well but we did not manage our time as well as we should have. Being the gaming coordinator for MACE, I really did not want to cancel that game. Chad had to cancel his appearance at MACE for understandable reason but he graciously allowed me to run his table for him as it already had 6 players preregistered. I do thank Chad for giving me this opportunity, although admittedly it was more out of necessity than anything else. I am writing in part as a n after-action-report for Chad as well as general review for all those at MACE that did not get a chance to play in it. Whatever is published could be completely different then what I write about here. Now, first off, I do not know how final this edition is. Paul Fricker (author of the monograph Gatsby and the Great Race and the scenario Dockside Dogs, contributor to Cthulhu Britannica) and Mike Mason (editor of Cthulhu Britannica and the defunct Whisperer magazine) have authored a considerable tome that updates, streamlines and modernizes the game I have loved for so long. Each book is slightly different with some slight changes to minor details but the game itself has not changed at its core in over 30 years. I have always found it funny that it has gone through 6 editions with very little change. I have been playing Call of Cthulhu since late 80s and enjoyed every session. When I first heard about the new edition, I dug deep using Google to find out what Chad said about significant changes to the system. 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