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Tips needed for solid timing,low cpu gui, proper rendering.
4 posts
• Page 1 of 1
Tips needed for solid timing,low cpu gui, proper rendering.
What are some of the "standard" methods of optimization, for low cpu gui , solid timing and sample accurate audio ?
Stay away from greens I read somewhere on the forum, cannot see how that is possible?
I have a pretty cool plugin going , everything seems to work except when rendering, It cannot handle some of the modulations when rendered , sounds fine when listening ?
Are there different speed requirements from the daw to the vst when rendering full speed ?
Is there a good reason that it behaves differently when rendering that is common knowledge that a noob like me is not aware of?
Stay away from greens I read somewhere on the forum, cannot see how that is possible?
I have a pretty cool plugin going , everything seems to work except when rendering, It cannot handle some of the modulations when rendered , sounds fine when listening ?
Are there different speed requirements from the daw to the vst when rendering full speed ?
Is there a good reason that it behaves differently when rendering that is common knowledge that a noob like me is not aware of?
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lalalandsynth - Posts: 600
- Joined: Sat Oct 01, 2016 12:48 pm
Re: Tips needed for solid timing,low cpu gui, proper renderi
Audio stream and poly section: You can cut down CPU quite a bit by using assembly - not everyone's cup of tea though.
Graphics: Most of the green stuff could be replaced by Ruby, however that may actually slow down things - depends. If you work with green, beware of trigger storms. Use triggers wisely, don't go for a 100 Hz refresh rate full screen. I suggest you read Trog's Trigger Tutorial, then you should be set.
Graphics: Most of the green stuff could be replaced by Ruby, however that may actually slow down things - depends. If you work with green, beware of trigger storms. Use triggers wisely, don't go for a 100 Hz refresh rate full screen. I suggest you read Trog's Trigger Tutorial, then you should be set.
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martinvicanek - Posts: 1328
- Joined: Sat Jun 22, 2013 8:28 pm
Re: Tips needed for solid timing,low cpu gui, proper renderi
Ok, thanks .
Am I right in assuming that I am having my current timing problems because I am shifting an array of floats using an lfo for the "Shift float Array "? Makes sense , also because it seems to work somewhat when the lfo is a square.
Works perfectly with any lfo shape until í render. Would the unstable character of the greens be more pronounced during render ?
On to reading the trigger tutorial, where can I find it? edit: found it
Thanks again.
Am I right in assuming that I am having my current timing problems because I am shifting an array of floats using an lfo for the "Shift float Array "? Makes sense , also because it seems to work somewhat when the lfo is a square.
Works perfectly with any lfo shape until í render. Would the unstable character of the greens be more pronounced during render ?
On to reading the trigger tutorial, where can I find it? edit: found it
Thanks again.
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lalalandsynth - Posts: 600
- Joined: Sat Oct 01, 2016 12:48 pm
Re: Tips needed for solid timing,low cpu gui, proper renderi
Read the trigger manual, very informative, are there any more manuals like this ?
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lalalandsynth - Posts: 600
- Joined: Sat Oct 01, 2016 12:48 pm
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