The PugetBench for Premiere Pro is a benchmark tool developed by Puget Systems to test the performance of computers when using Adobe Premiere Pro. This tool provides tests for various aspects of video processing, such as rendering, encoding and decoding videos in different formats and resolutions. It also includes tests for GPU-accelerated effects to evaluate the performance of the graphics card. The results can help optimize system configurations and identify the most suitable hardware for specific requirements in Premiere Pro.

To evaluate a system’s performance when exporting to different codecs, the benchmark is designed to make the encoding portion of a render as much of a bottleneck as possible. To achieve this, one uses a DNxHR LB 480×270 source clip scaled to a UHD (3840×2160) timeline. DNxHR LB is a very simple codec to process (especially at this low resolution) and does not support hardware decoding on any platform, making it a good base codec. To ensure that each pixel is unique and codecs like H.264 or HEVC don’t get too “smart”, one also applies a simple fractal noise image in PNG format (NOT the fractal noise effect) to the clip to ensure that there are no repeated pixels.
- H.264 50Mbps 8-bit UHD, H.264 50Mbps 8-bit (software encoding) UHD
- HEVC 50Mbps 8-bit UHD, HEVC 60Mbps 10-bit UHD, HEVC 50Mbps 8-bit (software encoding) UHD, HEVC 60Mbps 10-bit (software encoding) UHD
- DNxHR LB UHD, DNxHR SQ UHD,,DNxHR HQX UHD
- ProRes 422 Proxy UHD, ProRes 422HQ UHD, ProRes 4444 UHD.
For the processing tests, the benchmark uses a wide range of codecs in different resolutions and creates a timeline in the native resolution of the clip. It then exports each timeline to DNxHR LB in HD (1920×1080) resolution. This is where the hardware decoding support comes into play. The benchmark results from this method are very consistent and accurately reflect the relative performance between systems when working with different codecs.
- 4K H.264 150Mbps 4:2:0 8-bit, 4K HEVC 100Mbps 4:2:2 10-bit, 8K HEVC 100Mbps 4:2:0 8-bit,
- 4K ProRes 422 Proxy, 4K ProRes 422
- 4K DNxHR LB, 4K DNxHR SQ
- 4K Cinema RAW Light ST
- 4K ARRIRAW
- 5K Sony X-OCN
- 4K RED, 8K RED
The final category of tests looks at performance for GPU-accelerated effects. Many of the effects in Premiere Pro are relatively easy to process individually, so even a low-end GPU will not be taxed if only a single instance is applied. To address this, the benchmark applies each effect four to forty times, depending on the requirements. Again, a DNxHR LB UHD (3840×2160) clip is used as the basis and exported to DNxHR LB HD (1920×1080) – just like the “4K DNxHR LB” processing test. The difference is that the following effects are also applied for each test:
- Lumetri Color x40
- Gaussian Blur x40
- Sharpen x40,
- VR Digital Glitch x20, VR De-Noise x4.
Interestingly, the Radeon Pro W7900 also wins here in the summary, as long as no NVIDIA-optimized or exclusive filters come into play. It is well known that these can be worthwhile. However, this is rather useless for a pure comparison. Battlemage is at AMD level, after all.
However, we also have to evaluate the individual tests, where NVIDIA’s RTX 6000 Ada pretty much nukes everything you can buy for a lot of money, especially in the filter tests. Ada really is unbeatable in this category at the moment. However, the Arc B580 can also easily beat the two competitors. Astonishing, but it also shows the potential of the card, which Intel unfortunately leaves elsewhere, due to the drivers.
LongGOP stands for “Long Group of Pictures”. It is a method of video compression in which not every single frame of a video is saved in its entirety. Instead, only selected full images (so-called I-frames) are stored in their entirety, while the intermediate images (P- and B-frames) are only encoded as differences to these I-frames or as a prediction based on neighboring images. The LongGOP method can significantly reduce the data rate and file size of a video, as not every single frame needs to be displayed in full. However, this can also lead to complexities when editing and decoding the video, as several previous and subsequent frames often need to be accessed in order to play or edit a particular frame. In practice, LongGOP is often used in formats and codecs such as H.264 and H.265, particularly for streaming and broadcasts where bandwidth efficiency is critical.
IntraFrame refers to video compression techniques where each frame of the video is encoded independently of other frames. This means that with IntraFrame encoding, information within the current frame is used to compress that frame without relying on data from previous or subsequent frames. Since each frame stands alone and no reference information from other frames is used, IntraFrame encoded videos are usually larger than those compressed using interframe (such as LongGOP) techniques. However, the advantage of IntraFrame is that it offers higher image quality and fewer compression artifacts. In addition, such videos are often easier to handle in post-production and editing, as each frame can be accessed and edited independently without taking other frames into account. A common example of IntraFrame encoding is Avid’s NxHD codec, which is often used in professional video and film production environments. The B580 also performs well here.
The “Raw Score” in PugetBench generally refers to the unaltered or unprocessed results of a benchmark that come directly from the tests performed. In many benchmarking scenarios, including PugetBench, there may be multiple test runs or different test categories, and the raw score indicates the direct performance value or measurement from these tests before further processing or weighting is applied to produce a final or overall score. It therefore provides a detailed insight into performance in specific areas or under specific conditions before the results are aggregated into an overall benchmark score.
- 1 - Introduction, Competitors and Test System
- 2 - Autodesk AutoCAD 2024
- 3 - Autodesk Inventor Pro 2021
- 4 - PTC Creo 9 - No FSAA vs. FSAA
- 5 - Dassault Systèmes Solidworks 2022 - No FSAA vs. FSAA
- 6 - SPECviewperf 2020
- 7 - Adobe CC: Photoshop
- 8 - Adobe CC: Premiere Pro
- 9 - Rendering and GPU-Compute
- 10 - Power Consumption, Summary and Conclusion
32 Antworten
Kommentar
Lade neue Kommentare
Urgestein
Veteran
1
Veteran
Urgestein
Urgestein
Mitglied
1
Veteran
Veteran
Mitglied
Veteran
Veteran
Urgestein
1
Veteran
Veteran
1
Veteran
Alle Kommentare lesen unter igor´sLAB Community →