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		<title>Cycling 74  &#187;  Topic: efficient slab usage</title>
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		<pubDate>Mon, 17 Jun 2013 22:00:33 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/efficient-slab-usage/#post-24393</guid>
					<title><![CDATA[efficient slab usage]]></title>
					<link>http://cycling74.com/forums/topic/efficient-slab-usage/#post-24393</link>
					<pubDate>Sun, 12 Feb 2006 16:37:06 +0000</pubDate>
					<dc:creator>Thijs Koerselman</dc:creator>

					<description>
						<![CDATA[
						<p>I was just testing a setup with different layers of video each processed by<br />
a series of slab objects. The slab routing is switched in realtime, so they<br />
have to be &#8220;stand-by&#8221;. I build groups of slab with a static shader file<br />
name, but noticed that if they don&#8217;t do anything, they are still eating my<br />
cpu. With 8 slabs this is fine, but the difference between 8 and 24 is about<br />
30%. (pentium m 1.86)</p>
<p>When I DO put them to use, the increase in cpu usage is a little or a<br />
lot depending on what they&#8217;re doing, like I would expect.</p>
<p>I am wondering if there is a way to efficiently manage large amounts of slab<br />
fx without draining the cpu. Maybe someone can give a little insight on how<br />
slab is handled by Jitter? Is it normal to get cpu utilization from inactive<br />
slab objects? If so, is it possible to dynamically load sfx files without<br />
getting hick ups? Thanks.</p>
<p>T_</p>
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					<guid>http://cycling74.com/forums/topic/efficient-slab-usage/#post-70473</guid>
					<title><![CDATA[Re: efficient slab usage]]></title>
					<link>http://cycling74.com/forums/topic/efficient-slab-usage/#post-70473</link>
					<pubDate>Mon, 13 Feb 2006 21:36:58 +0000</pubDate>
					<dc:creator>Joshua Kit Clayton</dc:creator>

					<description>
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						<p>
On Feb 12, 2006, at 8:37 AM, Thijs Koerselman wrote:</p>
<p>> I was just testing a setup with different layers of video each  <br />
> processed by a series of slab objects. The slab routing is switched  <br />
> in realtime, so they have to be &#8220;stand-by&#8221;. I build groups of slab  <br />
> with a static shader file name, but noticed that if they don&#8217;t do  <br />
> anything, they are still eating my cpu. With 8 slabs this is fine,  <br />
> but the difference between 8 and 24 is about 30%. (pentium m 1.86)</p>
<p>I might suggest sending them the message &#8220;enable 0&#8243; when not in use.  <br />
This might solve your problems.</p>
<p>
> If so, is it possible to dynamically load sfx files without getting  <br />
> hick ups?</p>
<p>If loading a jxs file gives a hickup (which I believe only happens if  <br />
the native driver doesn&#8217;t support GLSL, and instead uses the Cg  <br />
Runtime for compiling the shader), the hickup should only happen the  <br />
first time, as we cache the compiled shader code for all subsequent  <br />
uses.</p>
<p>Another thing which sometimes leads to file related hickups has  <br />
nothing to do with loading/compiling the shader, but rather searching  <br />
through a large search path for the named file. You might want to use  <br />
absolute path rather than just the filename. There should be some  <br />
threads in the archives covering this topic.</p>
<p>Hope this helps.</p>
<p>-Joshua</p>
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				<item>
					<guid>http://cycling74.com/forums/topic/efficient-slab-usage/#post-70474</guid>
					<title><![CDATA[Re: efficient slab usage]]></title>
					<link>http://cycling74.com/forums/topic/efficient-slab-usage/#post-70474</link>
					<pubDate>Mon, 13 Feb 2006 23:16:12 +0000</pubDate>
					<dc:creator>Thijs Koerselman</dc:creator>

					<description>
						<![CDATA[
						<p>Using @enable in combination with absolute paths will cure the problems. I<br />
don&#8217;t think my card (nvidia go6800) supports glsl, as I&#8217;ve noticed a delay<br />
when first loading a file, but it&#8217;s cached like you said. Thanks a lot.</p>
<p>T_</p>
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