how to "debug" / optimize a jitter patch

    Oct 29 2019 | 12:33 pm
    Hello Forum,
    i am wondering what is the best way to debug or optimize a jitter patch? i am a aware of basic things like using output texture. i am working on a quite complex video fx patch for 4 camera inputs and wondering how i can track the influence of the modules on the overall performance? is the framerate the only indicator? every module in the chain has an on off switch(basic switch with 2 ins - 1 for unprocessed signal 2 for fx signal). this way only the needed fx are used and otherwise it is unprocessed. is there a difference when using patchcords over send and receive in the video domain? how can i see how heavy each jit.pix object is influencing the performance so that i could see for example that a certain module is adding a lot to the overall performance load? i think for audio there is an option where it shows how much cpu is used. is there something like that for jitter? thank you for your help

    • Nov 07 2019 | 4:31 pm
      best way to monitor jitter usage is jit.fpsgui. you could also use activity monitor and look at the GPU usage.
      the best way to debug is keeping a well organized patch that allows you to enable / disable independent components/effects easily (e.g. with a single toggle). the best way to optimize is to make sure everything is running on the GPU, and that there are no unnecessary readbacks (e.g. pwindows or any other textures running in to matrix objects).
      most objects can be disabled via the @enable attribute. if it's a texture processing object ( / then disable by gating the input.
    • Nov 23 2019 | 1:09 am
      For me I don't think un @enable and gating the gl processing objects matters much, because the framerate seems to drop drastically only when I'm using those.