you are right, the big cpu eaters are graphics and fft-objects (which
depend on the window size.)
but for example, when I plan to use a minimac, I would like to know how
many videos can I add with which resolution.
I also know that with a good graphic card I can render more GEM objects
than with
On 11/12/06, Mathieu Bouchard <[EMAIL PROTECTED]> wrote:
GEM/PDP would be harder due to framesize differences and to how the [EMAIL PROTECTED]one is supposed to measure time spent on the GPU.With a profiler.http://www.gremedy.com/
http://developer.apple.com/graphicsimaging/opengl/profiler_image.htm
On Thu, 9 Nov 2006, Marius Schebella wrote:
for me that's a really important topic, I often run into problems with
slow machines not fast enough to play patches.
With video this happens often, even on fast machines, and especially with
GridFlow: e.g. it's not possible to use [#fft] at 30fps u
You couldn't reasonably tag every object with
a cost because that might change for many reasons,
but you can know the load of an object
or patch on your current CPU using the [cputime]
object which shows a percentage scale. You can usually
use it to work out the heavy offenders by "muting" DSP
wit
Hi,
for me that's a really important topic, I often run into problems with
slow machines not fast enough to play patches.
I wonder if it is possible to calculate something like flops/ FLOating
Point OPerations per object and have a list for all the pd objects.
it really would be great to know th