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