Kimbo3000
Apprentice elf
- Joined
- Aug 9, 2016
- Messages
- 71
The Problem:
Small changes in pixel numbers on a controller causes knock-on effects to other outputs and other controllers. This causes the sequences to look all messed up.
The Fix:
Re-render and re-upload all the sequences to all the controllers.
How this affects me:
I have about 45 sequences and 5 controllers to upload the sequences to. 1 of these is a pi controlling a projector which has fair number of channels associated to it... so it takes awhile. Rendering all sequences takes about 1-1.5 hours and uploading the sequences takes three quarters to an hour.. (FPPv7.3 and xLights 2023.20)
Controllers we have in total:
1x FPP show player Pi4
2x HE123 FPP Controllers
1x Pi + Colorlight card for tune-to sign
1x Pi + HUB75 hat for panels
1x Falcon F16v2R
2x Falcon F16v3
1x Pi connected to Projector (virtual matrix)
Last year I decided to add a couple more flood light and forgot to re-render all the sequenes.. so they were messed up. From this I learnt the importance of the order of the controllers on the controller tab in xLights - having the static ones (projector and panels) at the top and controllers where changes are made more often toward the bottom of the controller list.
This year we have had trouble with a prop having to bypass the first pixel on it a couple times - therefore reducing the number pixels by 1
My Question:
Given I have a fair number of elements and controllers now, I dont really want to go back to the days of universes and starting channels.
If i leave 'full xlights control' and 'auto layout models' turned on.. and just turn off 'auto size'.. and allocate more available channels to the controllers (the max the controller can handle - 115,200 for the HE123 @ 40fps).. to avoid knock on effects of future changes.
If I did this.. would this allow me to only upload to the 1 controller where the pixel number changes were made... and not upload to other controllers?
- Is there downsides to doing this?
Cheers
Kimbo
Small changes in pixel numbers on a controller causes knock-on effects to other outputs and other controllers. This causes the sequences to look all messed up.
The Fix:
Re-render and re-upload all the sequences to all the controllers.
How this affects me:
I have about 45 sequences and 5 controllers to upload the sequences to. 1 of these is a pi controlling a projector which has fair number of channels associated to it... so it takes awhile. Rendering all sequences takes about 1-1.5 hours and uploading the sequences takes three quarters to an hour.. (FPPv7.3 and xLights 2023.20)
Controllers we have in total:
1x FPP show player Pi4
2x HE123 FPP Controllers
1x Pi + Colorlight card for tune-to sign
1x Pi + HUB75 hat for panels
1x Falcon F16v2R
2x Falcon F16v3
1x Pi connected to Projector (virtual matrix)
Last year I decided to add a couple more flood light and forgot to re-render all the sequenes.. so they were messed up. From this I learnt the importance of the order of the controllers on the controller tab in xLights - having the static ones (projector and panels) at the top and controllers where changes are made more often toward the bottom of the controller list.
This year we have had trouble with a prop having to bypass the first pixel on it a couple times - therefore reducing the number pixels by 1
My Question:
Given I have a fair number of elements and controllers now, I dont really want to go back to the days of universes and starting channels.
If i leave 'full xlights control' and 'auto layout models' turned on.. and just turn off 'auto size'.. and allocate more available channels to the controllers (the max the controller can handle - 115,200 for the HE123 @ 40fps).. to avoid knock on effects of future changes.
If I did this.. would this allow me to only upload to the 1 controller where the pixel number changes were made... and not upload to other controllers?
- Is there downsides to doing this?
Cheers
Kimbo