Performance with Jitter
Dec 15, 2009 at 5:30pm
Performance with Jitter
Sorry if this topic has been discussed many times but I can only find informations on the forum relating back to 2006.
I am trying to lean out an installation application I created in jitter for opengl. So mostly writing on the GPU.
I have composed my patch with bpatchers and abstractions that I reuse several times.
I’m still missing a bit of performance (running at 12fps)
I read on the forum that separating the patch for 2 max application could be a solution as I would separate the process on each processors of my dualcore MacBookPro. But this is an infomation given in 2006.
I also read that having all the commands on one patch instead of nested patchs or abstractions could help.
One interesting thing I observed: I have created tabs for my application, I have noticed by chance that when I use a tab where there is nothing I encrease my performance of to 2 to 3 fps.
Sorry if my english is a bit convoluted as I am french.
Dec 15, 2009 at 7:03pm
Separating a patch which is CPU bottlenecked on a single processor (typically by QT or OpenGL) into two processes, will typically give you similar performance to putting on two separate machines. However, if it is disk bandwidth bottlenecked, then a faster drive (SSD, RAID, etc) might help, or using two separate machines will perform much better than two processes on a single machine.
Another common issue for decreased framerate is using multiple opengl (p)windows with @sync enabled. If you are using more than one output/display window, send sync 0 to jit.gl.render/jit.window and see if that gives you any better performance.
Otherwise, without seeing your patch, I’m not sure what else to recommend.
Dec 15, 2009 at 8:58pm
forget your macbook and get a good pc with a nice nvidia gtx.
Dec 15, 2009 at 9:04pm
in addition to joshua’s recommendations, i would say that there really is no way to guess what your bottleneck is. you have to find it by doing some profiling. very easy to do with max, simply by disconnecting patch cords or disabling opengl objects and watching your FPS. you should be able to at least narrow it down a bit, and then worry about fine tuning. also, make sure you disable or delete any GUI object that updates every frame, that you don’t need.
Dec 15, 2009 at 11:42pm
Thanks for all your help and comments
Jirko, a collegue mentioned the same thing to me, change my Mac for customed PC – yes the graphic cards can be a lot faster. Maybe I will eventually bend on this side.
Robtherich, sorry my english is limited (or technical terms) but what is bottelneck ? But regarding HD speed, yesterday I have tested with different HD, a firewire HD 800 mhz self-powered external and a raid Esata HD – there was NO difference in FPS. Maybe my Esata card is not one of the fastest though. I have to check that.
Joshua, really thanks for the @sync suggestion, I gained 2 fps and a more stable fps (it was going from 15 to 16.5 fps up and down and now stabelized to 18.5).
I just spent the afternoon at a Mac store and tested my patch with the same clips etc .. on several machine.
1- My own machine
FPS 16.5 (and drops down sometimes to 15)
2- MacBookPro (Apple store)
3- IMAC (Apple store)
4- IMAC (Apple store)
So between the 2 IMac the only difference is the graphic card and the result is the same.
Between my machine and a relatively recent MacBookPro, I gain only 3 fps, although it has a faster frontside bus, faster graphic card and logic operations separated ( as I’m told), but a slower HD.
Another thing I’m wondering, does Snow Leopard help the performance for Max ?
Dec 18, 2009 at 8:11pm
i doubt you will gain much improvement from snow leopard.
possibly the thing slowing you down the most is capturing camera input. are you capturing with @colormode uyvy?
Dec 22, 2009 at 2:44am
I am using a B&W unibrain Fire-I and a color one as well.
Here’s my patch for capture
– Pasted Max Patch, click to expand. –
Copy all of the following text.Then, in Max, select New From Clipboard.
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