Forums > MaxMSP

CPU of a part of a patch


k9
October 16, 2008 | 11:47 pm

Hi,

I am trying to find a way to optimize my patch — what is the best way
to figure out how much CPU parts of the patch use — short of turning
them off by bypassing them in the signal chain?

I have a relatively simple (hmmmm) patch with AM and Ambisonics and it
is using 20% CPU — obviously I’d like to reduce that load a bit.
Where would I start? I put an "adstatus cpu" into my patch to know
what is going on, but washoping that there might be a way to poke
things like subpatches to see how much energy they consume. I’m sure
there must be some way that I am not aware of?

any help appreciated!

Kai


October 17, 2008 | 3:09 am

I really want this capability too. +1 for a feature request.

Currently, I believe the only way to do something like this is to rip out pieces of the patch and run them by themselves. Maybe if you have cleanly organized things into abstractions this should be possible. But it is still a pain.

I want to know how much time Max is spending in subpatches/abstractions and even individual objects.

The new debugger is great. Now we need a profiler.


October 17, 2008 | 6:47 am

On 17 oct. 08, at 01:47, K9 Kai Niggemann wrote:

> Hi,
>
> I am trying to find a way to optimize my patch — what is the best
> way to figure out how much CPU parts of the patch use — short of
> turning them off by bypassing them in the signal chain?

On OSX, the "Sample Process" feature in the Activity Monitor utility
will show you the CPU% of the objects used. It is not exactly what
you’re after, but it already helped me understand why some of my
patches need 60%CPU to do almost nothing…

_____________________________
Patrick Delges

Centre de Recherches et de Formation Musicales de Wallonie asbl

http://www.crfmw.be/max



k9
October 17, 2008 | 2:02 pm

On 17. Oct 08, at 08:47 , Patrick Delges wrote:

>
> On 17 oct. 08, at 01:47, K9 Kai Niggemann wrote:
>
>> Hi,
>>
>> I am trying to find a way to optimize my patch — what is the best
>> way to figure out how much CPU parts of the patch use — short of
>> turning them off by bypassing them in the signal chain?
>
>
> On OSX, the "Sample Process" feature in the Activity Monitor utility
> will show you the CPU% of the objects used. It is not exactly what
> you’re after, but it already helped me understand why some of my
> patches need 60%CPU to do almost nothing…

Aha, that’s an interesting looking tool, but I feel like it’s giving
me way too much info. But thanks for the pointer!

Kai


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