There seems to be a bug with the multithread implementation. I have a lot of DSP overloads (and crackles) with Multithreading enabled. I have some other plug-ins with multithread support and they working excellent, so I expect some problem with the MT implementation.
CPU I7 3770, Cubase 7.5 64Bit on Windows 8.1 x64
Dune 2 DSP overload with Multithreading enabledModerators: Christophe, Mark
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Dune 2 DSP overload with Multithreading enabledLast edited by 4damind on Sat Jul 26, 2014 8:51 pm, edited 1 time in total.
Re: DSP overload with Multithreading enabledWhat is this relating to? DUNE 2?
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Re: Dune 2 DSP overload with Multithreading enabledI added this to the topic... Yes, Dune2.
Re: Dune 2 DSP overload with Multithreading enabledIt seems to be related to Cubase. I've read about issues with DUNE 2 and that DAW.
Re: Dune 2 DSP overload with Multithreading enabled
You've added it to Bugs Report forum, and since Synapse doesn't make only DUNE or synths, and you didn't specify, I had to ask to make sure. As for the problem you're having, we'll need more specifics about it, steps to reproduce, certain patches that cause the problem, version number (which you also didn't mention)... anything in detail that can help. DUNE 2 has passed quite extensive testing, and has revisions since release, and so far, of all the users, no one else reported any problems with multithreading... at least not here. SoundCloud ::: Facebook
Re: Dune 2 DSP overload with Multithreading enabledThere was this thread about Cubase and "ASIO Load". Not sure if that's what the OP means with DSP overloads........
http://forum.synapse-audio.com/viewtopic.php?f=7&t=10938&hilit=Crackles
Re: Dune 2 DSP overload with Multithreading enabledNo it's not a Cubase problem. I have other plug-ins with multihread support (Diva, Predator) which have not such spikes and working like a charm.
It must some not so good implementation if voices (or a complete stack) is spanned over multiple threads. The good thing is, that Dune2 doesn't need multithread support because the CPU is not so high (this is different with some other synth). Anyway, the developers should take a look in to the multithread implementation and hopefully they find a solution (they can also ask Urs Heckmann maybe he shares some details)
Re: Dune 2 DSP overload with Multithreading enabled
No, it's not a DUNE 2 problem since none of us have the problem you are reporting when using it in other hosts. If we had it would have been reported either at the beta forums, here or in the 61 page D2 thread at KVR. There is no "solution" needed and certainly no need to seek advice from Urs........ Just exactly what are "DSP overloads" ?
Re: Dune 2 DSP overload with Multithreading enabledLet the Synapse people handle this, it's a bug and now reported. They know that something with their multithread implementation is not working as expected. If it's a known behavior reported by other users, I can confirm this
It's not a show stopper but it would be nice if they can fix this with some of the next updates.
Re: Dune 2 DSP overload with Multithreading enabled
I they knew it they would have fixed it already . What you have is a system specific issue not a confirmed Bug.
It's not a known behavior.........as it hasn't been reported by other users.
Fix what ? I've run DUNE 2 on three different computers with three different Operating Systems with three different soundcards in four different DAWS and not one crackle or "DSP overload". But then again I don't own or use CUBASE............. Last edited by Teksonik on Sun Jul 27, 2014 11:40 am, edited 1 time in total.
Re: Dune 2 DSP overload with Multithreading enabledThis is from the thread where someone reported "ASIO Spikes" in Cubase:
Re: Dune 2 DSP overload with Multithreading enabled4damind, let's be clear about something. If you think this is reporting a bug, I'm sorry, but you have no idea how to properly report a bug. You didn't give any of the details asked. All we hear from you from the very beginning is: "it's not Cubase or my computer... your software is faulty, fix it!" That's it. How are devs supposed to know what you are experiencing? And really, what the heck is DSP overload anyway?
So, before jumping to a conclusion and making assumptions, to short this one and to put it in a language you'll understand, please follow these instructions and provide answers: 1. Version number - DUNE 2 has 7 revisions, devs can't know if you've kept it updated 2. System specs: CPU, RAM, graphics, soundcard 3. What is your buffer set to? 4. The nature of the project - is it an isolated occurrence (when you insert only one instance) or is it within a larger project 5. Does it happen with certain patches or with all of them? 6. If it's a custom patch you made, insight into the settings would be good 7. Does this "DSP overload" (whatever it is) go away when you turn MT off? 8. What is the CPU usage when it happens? 9. What is the RAM usage when it happens? 10. If you move DUNE2 to another channel (rearrange it), is there any difference? If you expect your issues to be resolved/fixed, you will have to provide some info. These steps are a good start. And please refrain from answering before you complete these steps. It will stop this topic from turning into an argument. Help the devs to help yourself SoundCloud ::: Facebook
Re: Dune 2 DSP overload with Multithreading enabledBlimey, you two are like Rich's personal attack dogs these days
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Re: Dune 2 DSP overload with Multithreading enabled
.......and I have Rabies........... It's more like defense than attack......but if Synapse can't even bother to post in their own forums perhaps that defense is just wasted time..........
Re: Dune 2 DSP overload with Multithreading enabledGuess it's one of those rare moments when Tek and I actually agree on something
Ok, it may seem like it, but it's for his own good. I am not being protective of anything or anyone here. If there's a problem, it needs to be fixed. Period. However, despite my wishes to help him, I can't, and you know very well that lack of information doesn't lead anywhere - he won't get his things fixed if he can't give a bit more info on how and when that's happening. Right now, as he went about it is exactly like taking your car to a mechanic, telling him "car drives, but it doesn't work properly, it keeps stuttering on the road" without even telling the said mechanic what you were doing when this stuttering occurred or if you by any chance used some equipment that may have caused it to stutter. But, if you drove a car to a mechanic and said "hey, my car keeps stuttering when I drive it. Could you take a look at it? Oh, and I had these custom suspension bars installed, and I may have kept pushing the pedal on occasion", he'd actually have something to look at. Now, regarding DUNE's MT implementation, Rich was specific about it during tests. I recall he asked for CPU readings with and without on certain load-heavy patches to see if it's working properly, and none of the testers complained about anything. Then, it gets releases and again loads of people that bought it didn't complain about it - the complaints about stuttering were so rare and I'd guess very specific (or unrecognizable at the very least). That alone tells something. The bottom line is, telling Rich and Marcin to "look into their MT implementation" would probably lead them to look at the code and be all like "Ok, we had it implemented. Now what?" I can't imagine anyone would expect something to be fixed without even telling what exactly to look for. SoundCloud ::: Facebook
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