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> Here is the Picture Lock timeline from our feature I Don’t Want To Drink Your Blood Anymore (82 mins).
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You can follow along on [Instagram](https://www.instagram.com/idontwantblood/).
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For any developers following along, we've added a bunch more content to our [FxPlug](/developers/fxplug/) page. Enjoy!
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**BRAW Toolbox v2.0.0 (80)** is out now!
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This is a MAJOR update with MASSIVE performance improvements!
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It contains the following changes:
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**🔨 Improvements:**
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- This is a MASSIVE update. We've made HUGE changes under the hood to improve performance on Apple Silicon Mac's. BRAW Toolbox should now be faster and more stable than ever before. HUGE thank you to the amazing Anton Marini for all his help, guidance, genius and support! However, due to the sheer number of under-the-hood changes, we highly recommend making a ZIP of your current version of BRAW Toolbox before updating for safety, so that you can rollback if needed.
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- Added a "Open User Guide" button to the BRAW Toolbox application.
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- Updated from FxPlug v4.3.3 to v4.3.4. Thanks Darrin Cardani and everyone at Apple!
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**🐞 Bug Fix:**
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- Fixed a regression in **BRAW Toolbox v1.5.0** which could cause non-Immersive BRAW clips to crash BRAW Toolbox. My sincerest apologies for missing this bug during testing! HUGE thank you to Aaron Hokanson, Chris Johnson, Joseph Teegardin, Sallen307, SamVChicago, Samir Varma and Vinnys-Cinevita for reporting and helping me troubleshoot!
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Now that this is out the door, we're busily working on new Immersive features!
The plan is to have a completely end-to-end workflow in Final Cut Pro & BRAW Toolbox, so that you can edit in Final Cut Pro and export to Vision Pro in Compressor. Stay tuned!
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You can learn more on the [BRAW Toolbox website](https://brawtoolbox.fcp.cafe).
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---
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**FidelityFuze v2.6.0** is out now!
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It includes the following changes:
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- Detail Recovery now honors human color perception. Previous versions measured color differences in RGB, a model built for screens, not for eyes. RGB treats every channel equally. Human vision does not. We notice some shifts more than others. We see edges where contrast matters to us, not where mathematics says it should. This release aligns the algorithm with how we actually see. The stubborn remnants that occasionally surfaced during detail extraction lose more of their foothold. Faint halos, shimmer, stair-stepping. Previous releases pushed these into the margins. This one pushes further. What you get is cleaner detail, more stable edges, and images that hold together under scrutiny.
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- Detail extraction reaches deeper into the image, pulling out texture and subtlety that was harder to access before, while edges stay locked. Transitions between detail and noise are smooth and predictable, so subtle frame-to-frame variations no longer compound into flicker.
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- Detail Recovery now adds dimensionality that invites your eye to wander. Foreground and background each find their own presence. Especially when upscaling from 4K or higher. Grab your action cam footage from that mountain pass, that coastline, that road trip. Throw in some supersampling. And feel like you're there again. If your footage is well-lit and clean, try pushing Detail Sensitivity higher while easing back on Detail Recovery. The new algorithm won't punish you for it.
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- Updated to FxPlug SDK `v4.3.4` for seamless Final Cut Pro 12 support.
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You can download and learn more on the [FidelityFuze website](https://www.fidelityfuze.com).
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---
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**Picture This...** v1.0.8 is out now!
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It includes the following new features:
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- Improvements to error messages raised by `FCPXML` problems
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- Support for Final Cut Pro Creator Studio (subscription)
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You can download and learn more on the [Mac App Store](https://apps.apple.com/app/picture-this/id6466822042).
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---
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**captionAnimator v1.1.6** is out now!
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This release has the following bug fix:
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- Bug fix to support opening the new project in the running version of Final Cut Pro
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You can download and learn more on the [Mac App Store](https://apps.apple.com/app/captionanimator/id6736841747).
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---
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**captionTranslator v1.0.3** is out now!
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It contains the following changes:
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-**New feature:** support for Final Cut Pro Creator Studio (subscription)
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- New app icon
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You can download and learn more on the [Mac App Store](https://apps.apple.com/app/captiontranslator/id6737919696).
Well, there's myself - [Chris Hocking](/latenite/#chris-hocking).[BRAW Toolbox](https://brawtoolbox.fcp.cafe), [Gyroflow Toolbox](https://gyroflowtoolbox.fcp.cafe) and [Metaburner](https://metaburner.fcp.cafe) use FxPlug.
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The amazing **Darrin Cardani** is a Senior Software Engineer at Apple, and has been there for 20 years. He's one of the geniuses behind FxPlug. His public LinkedIn says:
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> I write and maintain the visual effects plugins, architecture, and 3rd party SDK for the Final Cut Studio suite of products. I work on the filters, generators, and transitions that ship with Final Cut Pro and Motion. My duties include creating new visual effect plugins for the applications, as well as helping 3rd parties to create their own plugins. I have also worked on Aperture.
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**Tim Dashwood** is an industry legend. He was creator of **360VR Toolbox**, but when he [moved to Apple](https://appleinsider.com/articles/17/04/23/apple-hires-3d-360vr-toolbox-developer-tim-dashwood-to-final-cut-pro-x-team) to work on Final Cut Pro, he made all his tools free! He's now working on the Vision Pro Team as "Immersive Media Production Engineering - Vision Products Group".
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The incredible **Anton Marini** is basically a genius at all things video. Check out his [GitHub](https://github.com/vade).
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**Gabriele de Simone** at [FxFactory](https://fxfactory.com/developer/) is one of the smartest and nicest people you'll ever met in this industry. What he's build with [FxCore](https://fxfactory.com/fxcore/) is next level awesome.
@@ -70,6 +72,44 @@ It's also worth looking at [FxKit](https://github.com/jslinker/FxKit) for inspir
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### Why does the FxPlug samples have `kMaxCommandQueues`?
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The FxPlug team explains:
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> Internally our apps currently break rendering into 2 pieces: first we build of graph of what needs to be rendered, then we do the rendering of that graph.
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> These 2 actions happen on different threads in the host, and calls are made to the plug-in to handle various pieces of each step.
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> Theoretically, if you are on a system with 2 GPUs, there could be a number of actions happening at once. You might be asked to build the graph for frame `n` on one thread, and at the same time, you’re asked to render frame `n-1` on another thread.
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> Then you’re asked to render from `n`. The render from frame `n-1` may not have completed yet, when you’re asked to do work from graph building for frame `n+1`. So now you potentially have 3 operations going on.
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> Of course, macOS will end up serializing some of that work to send to the GPUs, but it’s a lot easier for the plug-in to let the macOS handle that. Plus there could also be analysis happening from the `FxAnalysisAPI` which would potentially need other `MTLCommandQueues`.
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> In the future, it’s conceivable that we might add something else that requires GPU work that happens while the user is playing back or scrubbing, or whatever.
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> We settled on 5 because it was a number that was likely to work without issue for most developers trying to understand the examples.
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> For Intel systems, the user could have several e-GPUs connected, and then 5 isn’t enough because we tend to scale with the number of GPUs. But it seemed like a lot to put that into example code.
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Generally speaking though, having one `MTLCommandQueue` per GPU is all you need, as Metal Command Queues are thread safe.
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---
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### What's the deal with `kFxPropertyKey_NeedsFullBuffer`?
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The FxPlug team explains:
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> If your plug-in keeps returning the full image size, it will eventually get down to 2x2 pixel tiles, and only after it tries that, give up and render nothing and output an error to the console saying that it couldn’t find a suitable tile size.
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> If your plug-in cannot handle a tiled input, it shouldn't tell the app it handle can a tiled input. Instead, set the `kFxPropertyKey_NeedsFullBuffer` to `YES` in your plug-in’s `-properties:error:` method. Then we’ll never ask your plug-in to tile.
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> But if the user uses an image that’s BIGGER than the GPU can handle (`16,384` pixels on any side in MOST cases), we’ll display an error to the user that your plug-in can’t render.
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> If you want to do tiling, you need to actually return tile bounds that are smaller than the entire input image.
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### Why does my Viewer turn red on Intel?
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If you're using OSC controls via FxPlug, even if you're not drawing something to the screen, you still need to provide a valid texture, otherwise you can get an red overlay across the entire Final Cut Pro Viewer, even if your effect/title/generator/transition is disabled.
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