Author Topic: Channel Count  (Read 1582 times)

Offline RoboMello

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Channel Count
« on: September 20, 2015, 10:40:11 AM »
Is there any plans to increase the channel count to 248k or so like Chris mention about FPP?

Thanks

RoboMello

Offline Gilrock

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Re: Channel Count
« Reply #1 on: September 20, 2015, 11:14:43 AM »
I didn't know we had a limit.  I did a test with 512K and saved the sequence.

Offline RoboMello

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Re: Channel Count
« Reply #2 on: September 20, 2015, 11:19:33 AM »
Honestly I never tried, just heard wouldn't go over 128k.
So to edit the channels it need to be on XML, correct? There was something about 99.999 being a limit.

Thank you

Offline Gilrock

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Re: Channel Count
« Reply #3 on: September 20, 2015, 11:46:42 AM »
Why don't you try to add as many E1.31 universes as you need and then report back if it won't let you add many as you want?

Offline CaptainMurdoch

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Re: Channel Count
« Reply #4 on: September 21, 2015, 11:41:43 PM »
FPP v1.5 can only run 128k, but v1.6 should support 512k.  I don't want to go higher than that until I get around to writing the code to only read the channels necessary and skip the rest.  512k is 10 megabytes per second at 50ms timing, so I want to only read the channels being used locally to cut down on the amount if data that needs to be read per second

Offline Gilrock

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Re: Channel Count
« Reply #5 on: September 22, 2015, 07:38:33 AM »
Yeah when I did my test I wasn't able to output to FPP.  Last time a limit was mentioned in xLights I think it was as simple as the max value on an edit box which is just a constant in the program.  When the program was first created no one thought anyone would go over 100 universes.  I'm pretty sure someone just changed that max value.  In xLights most limits can be fixed by just changing a constant.  They weren't set low on purpose.  The real limits will ultimately probably be the memory in the PC and the performance hits or rendering/saving delays you will encounter.