And more,
A single thread calculation divided between 2 cores in its 1 core time is more 
stable.
1 00 11 00 1
transistors have more idle time.
Mensaje telepatico asistido por maquinas.

From: [email protected]
Date: Thu, 31 Mar 2016 22:45:57 -0400
Subject: Re: [PD] DSP and Gem in the same instance of Pd
To: [email protected]
CC: [email protected]; [email protected]

Right, so the point of [pd~] is that the OS can now throw whatever is going on 
in the subprocess onto another core. The idea from what I've heard for Gem is 
that you can leave the DSP off in the [pd~] instance, run Gem from there (on 
another core, possibly). Then if together they would have maxed out one core 
they could split the work among two and proceed in time.
But if the problem is that Gem has to wait for something to happen elsewhere 
before it can proceed, it won't help. Kind of in the same way that running an 
infinite [until] loop on the subprocess will halt the main process, too.
On Thu, Mar 31, 2016 at 9:24 PM, Jonathan Wilkes via Pd-list 
<[email protected]> wrote:
But [cpu_hungry_hippo~] needs input from [pd~] in order to 
compute its output.  So [pd~] must send output before [cpu_hungry_hippo~] 
can execute its perform routine. 

    On Thursday, March 31, 2016 9:17 PM, Lucas Cordiviola 
<[email protected]> wrote:
  

 Isn`t [pd~] <-- some dsp stuff going on in here To take advantage of 
multi-core CPUs?Mensaje telepatico asistido por maquinas.Date: Fri, 1 Apr 2016 
00:37:26 +0000To: [email protected]; [email protected]: 
[email protected]: Re: [PD] DSP and Gem in the same instance of 
PdFrom: [email protected]'m not sure I understand [pd~].  
Consider:[foo~]|[pd~] <-- some dsp stuff going on in here|[cpu_hungy_hippo~]How 
does [pd~] help me in this case, as opposed to just putting the "dsp stuff" 
directly in the patch?And in general, how is the super-process able to anything 
other than block when waiting for output from [pd~]? -Jonathan    On Thursday, 
March 31, 2016 5:17 PM, Matt Barber <[email protected]> wrote:   One other 
thing that's helped in an emergency is increasing Pd's audio buffer in the 
preferences.One thing I've heard of but never tried is running Gem from a slave 
instance in [pd~]. I don't know enough about it to know whether this could work 
or why; it might just be a rain dance.On Thu, Mar 31, 2016 at 7:16 AM, Roman 
Haefeli <[email protected]> wrote:On Thu, 2016-03-31 at 11:35 +0200, cyrille 
henry wrote:
>
> Le 31/03/2016 11:19, Roman Haefeli a écrit :
> >
> > BTW: Why does the graphics rendering|clock have precedence over the
> > audio rendering (at least, it seems to be like that in Pure Data/Gem)? I
> > guess most softwares do it the other way around, since clicks are much
> > more noticeable than a frame being a few milliseconds late.
>
> Gem have no precedence over audio : they both have the same priority.
> when having priorities on audio, the openGL rendering did not have
> fixed frame rate, and it's not possible any-more to have smooth hight
> speed movement.
>
> So, i like the way it is, even if it cause implementation problem.

Oh, now since I understand, I like the way it is, too ;-)

> one possible explanation of your problem is that you are rendering a
> 60 fps, and that openGL is sync on the 60fps screen.
> You can have jitter between the 2 different 60fps clock. If Gem is
> waiting for the screen, then everything (including audio) is on pause.

That is exactly what I was doing.

> if this is the cause of your problem, then reduce Gem fps to 59, or
> remove openGL syncro (sync to vblank).

This is exactly what helped (reducing fps to 59). Thanks for your sharp
thinking.

Roman

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