Replies: 6 comments 4 replies
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I last tried this a few years ago. At that point the PI seemed hopeless. However, I had good luck running it on NVIDIA Jetson. It had the video power needed to run OpenGL. I managed to build a "headless" visualization box. If that's your aim, I can try to dig up what I learned to get that to work with no interaction (mouse/keyboard). |
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Clementine, as of now, uses a very old copy of projectM, with their own patches. I hope we can get a patch up in their repo so it uses the new API and shared library. projectM itself will run, but many presets have performance issues. Two reasons:
We're getting many requests about the Pi in the last weeks, so I may create a build for the latest RaspiOS for you to play with. Will finish the UI of the SDL frontend though, as it'll make it easier to change settings. |
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I've been using projectM on a rpi4 or two years now, currently on RaspiOS/Bullseye:
all in all - while it does work now, I'd say the bookworm raspiOS will be a better starting point because of the updated SDL. combined with the recent improvements maybe it's time to make a curated list of resource friendly presets for small sbcs later this year? will definitely look into this again |
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Hi folks, |
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Recently got my hands on a Pi 5 and tested the latest development sources on it. Despite a few general fixes required to make it build, it works very well. The overall hardware limitations still apply of course, as the GPU is faster but stil very limited in regards to shader units, so higher resolutions (>1080p) will tend to run slowly. Reducing the per-point mesh resolution also takes some strain from the CPU. During transitions, there are occasional slowdowns as two presets render at the same time, plus an additional blend shader on top, so one should either select presets which generally run fast or disable smooth transitions to mitigate it. With a resolution of 720p projectM runs very smoothly, even on the Pi 4. Will set up a Pi-based build server soon, so we can build binaries on it and later also release DEB packages for use with the official Raspberry Pi OS. Ideally, getting the packages into their repository would be best for user experience, we'll see how this would be possible. |
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Hello Kai,
Greetings from german, Thanks for the information. I really would love a
release for PI 4/% for raspian OS. I would really Donate for some beer or
coffee. :)
Kai Blaschke ***@***.***> schrieb am Mi., 24. Jan. 2024,
10:15:
… Recently got my hands on a Pi 5 and tested the latest development sources
on it. Despite a few general fixes required to make it build, it works very
well. The overall hardware limitations still apply of course, as the GPU is
faster but stil very limited in regards to shader units, so higher
resolutions (>1080p) will tend to run slowly. Reducing the per-point mesh
resolution also takes some strain from the CPU. During transitions, there
are occasional slowdowns as two presets render at the same time, plus an
additional blend shader on top, so one should either select presets which
generally run fast or disable smooth transitions to mitigate it.
With a resolution of 720p projectM runs very smoothly, even on the Pi 4.
Will set up a Pi-based build server soon, so we can build binaries on it
and later also release DEB packages for use with the official Raspberry
Pi OS <https://www.raspberrypi.com/software/>. Ideally, getting the
packages into their repository would be best for user experience, we'll see
how this would be possible.
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Hi there, everybody
I am wondering if anybody got ProjectM working on a Raspberry Pi.
I am using a Pi 3B+ Bullseye and read that Clementine / QmmP would be supporting ProjectM ??
Which they apparently don't do ?? Please confirm.
Is there any other way to get this running on a Pi (possibly a how to hint available) ??
any feedback much appreciated
Gunter
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