Forums > MaxMSP

severe performance drop can be fixed with dynamicaly creating a new patch/object

October 7, 2013 | 8:22 am

Hi

I just made a strange observation with my current (very massive and therfore unsharable) patch: when loading the patch and the presets it has a very low framerate (its a jitter patch but I think its not a jitter problem) and once I load another patch (with a single js-object inside of it that is linked to an empty js-file) the framrate jumps back to the rate I would expect.

its hard to say what could cause the bottleneck, but involved are send-receive-objects, js-scripts (with access to dict’s and sending messages to receive objects) and jit.gl.anim objects.

After loading the presets my solution consists now of a simple "script newdefault jsscript 10 10 js empty" message to a thispatcher which creates a js-object and which is immediatly deleted again via a "script delete jsscript".

this works fine, but I would like to understand why max needs this form of interruption to get rid of a bottlenck somewhere inside its scheduler.


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