CPU of a part of a patch


    Oct 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

    • Oct 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.
    • Oct 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
    • Oct 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