CPU Issue with poly in Max for Live
I build a patch thats uses poly~ with play inside. Nothing really heavy, Cpu usage in MaxMSP is about 3.5 % (vector size 64,64), but when I port the same patch to max for live cpu usage goes up to 9-12 %. Any idea why this happens?
quite similar but with "groove" . in some scenarios ,such things decide about the whole project . im not happy about the differences , or it may be that i dont understand what the numbers are saying (ex CPU usage monitor) .
If u are on windows change your power options to "HIGH PERFORMANCE" you will see the difference , but it doesnt help to understand why in Live sample playing objects and poly's are less efficient .
Thanks for sharing your experience. Unfortunately I'm on mac so I can test this performance thing.
This is really a big problem. Please Cycling: give some input about this.
Yes, Please, More, Input....
Poly is definitely less efficient in M4L ... Why is this? It's supposed to be more efficient isn't it???
Are we all missing something, such as a downsampling setting maybe?
A patch in M4L is 10% cpu, whereas using poly~ in M4L the same patch is 30%???? How can this be?
when in your patch poly~ was supporting multiple cores, this is gone in the plug-in version.
…or maybe you have overdrive off in your max app?
Hi Roman, not sure I understand. Is multi core not working in M4L?
Overdrive is always on in M4L there's no way to turn it off...
I'm really struggling with this. If I build the same device in just max using signals, I get 8% CPU (even when I copy the device 10 times). Copying the basic signal device more times doesn't seem to increase the CPU much at all, whereas copying the poly~ driven device seems to increase CPU exponentially. I created the same device using poly~ and with 10 devices the CPU goes up to 30% !!!
I really like using poly~ because it also allows me to crush down a lot of code into one piece of code. However, with this CPU problem it seems unusable in M4L...
I'm wondering will it help if I use downsampling either in the poly itself or in the signal chain???
i believe that anything which is not releated to the possibly different settings for overdrive and vectorsize should be considered a bug. when you are using a vectorsize of 64 in max you should see an average CPU decrease of like 10% when you make it a plug-in or live device, but not a few hundred percent.
i am waiting to make live devices since many years because of these things.