Not sure if anyone can help but I have a rather large and hungry group of linked patches creating data mapped to live animation using opengl objects with jit.gl.render etc.
The data is created in time with a regular pulse, the problem is that on each pulse, I get a lag in the live animation fps. Each pulse creates hundreds of messages that are sent to the live animation to alter object parameters. I have tried delaying the pulses so that they happen within a range of 500 ms rather than simultaneously but this just created a less severe but longer lag!
I’m presuming the data creating and the messages being sent are too much for the scheduler, does anyone have any other suggestions?
I’m getting 30fps at the proper speed which drops to 17 and then ramps back up on each data pulse.
The pulse is being created using edge~ with a phasor~.
hard to say anything without a patch to look at…