Dust Equalizer

VST, AU, AAX, CLAP, etc. Plugin Virtual Effects Discussion
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just a report,

dolphin GUI now works fine in pro tools 10!
but yeah it eat 14% cpu @ 1024 samples buffer size, quite hungry fish LOL

thank you mystran!

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kinwie wrote:just a report,

dolphin GUI now works fine in pro tools 10!
but yeah it eat 14% cpu @ 1024 samples buffer size, quite hungry fish LOL

thank you mystran!
Yeah.. well.. I actually realized (after posting release) that I left some quality switches (stuff with the oversampling and such) a bit excessively high.. should probably relax that stuff a bit to bring the CPU back to something a bit more reasonable. :P

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mystran wrote:Well, yeah, but I figured if I'm going to release something that isn't free, then it would probably be fair to ask for a separate forum...
with the quality of your plugs, i will be happy to be your customer!
(just hope your existing plugs remain free :D )

i believe also many pro tools user out there still seeking option for good reachable-price plugins which mostly they'll find in VST world!
few months ago, a thing made me laugh. i even saw at my friend's studio, with pro tools HD2 system on Mac, there are gui-less mda vst bundle wrapped inside!

well, now is pro tools 11 already and still no vst support yet. but i think there are still many pt 10 and below users who will keep using their system for says, next 5 years...

@xoxos, i just check on your plugs. they are synthedit made. so, just fyi, SE plugs have many issues when wrapped as RTAS. some will working perfect and some will crash the system. hope this is a useful info for you :)

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kinwie wrote:
mystran wrote:Well, yeah, but I figured if I'm going to release something that isn't free, then it would probably be fair to ask for a separate forum...
with the quality of your plugs, i will be happy to be your customer!
(just hope your existing plugs remain free :D )
Don't worry. I don't think it would be very honest business to release something as free to get people hooked, and then suddenly start charging for it.

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mystran wrote:Don't worry. I don't think it would be very honest business to release something as free to get people hooked, and then suddenly start charging for it.
yesss, thank you...
i just email you for a request

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Just wanted to add my voice to this thread. I've been using your eq as my main tracking eq for a little while now (64 bit version with 64 bit reaper 4.52) - i really love it. All the right controls for most of my eq'ing, great sounding filters (between this and satson's filters i don't need any others for HPF/LPF'ing) and the knobs feel good and precise to move with the mouse. I've developed quite a negative feeling towards the parametric graphic type eq's lately which tend to cloud my mind with the graphical representation - gone back to using only eq's without a graphical display and i haven't regretted it one bit - using my ears rather than my eyes now!! Your eq is the perfect antidote to looking at lots of bumps and lumps on a graph... (and many thanks for releasing it for free btw :) ). One thing - sometimes the gui takes anything up to about 10 seconds to open but after the first, initial loading it loads a lot quicker. It doesn't bother me much but is this due to the openGL requirement? Just wanted some hint/guidance on that as i would like to know if there is anything (an openGL update or something etc.) that i might need to install to speed it up or eliminate the delay in the gui opening. Using windows vista 64 bit btw.

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You might have a quarrel with this, but if you disable the windows themes service it should load faster. Aero compatibility with opengl programs is a problem.

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do_androids_dream wrote:One thing - sometimes the gui takes anything up to about 10 seconds to open but after the first, initial loading it loads a lot quicker. It doesn't bother me much but is this due to the openGL requirement? Just wanted some hint/guidance on that as i would like to know if there is anything (an openGL update or something etc.) that i might need to install to speed it up or eliminate the delay in the gui opening. Using windows vista 64 bit btw.
There is unfortunately a slight delay first time around, that has nothing to do with OpenGL.. but rather has to do with decompressing graphics and such. After loading once, it's all kept in memory, hence it opens faster the second time.

10 seconds sounds a bit long though, unless your CPU is pretty slow (or running in power saving or something), or very busy with other things (like high audio load).

Anyway thanks for mentioning it. It's quite hard for me to judge when such delays are getting too long.. as on my main dev system they are still in the sub-second range. But maybe it's time to do another optimization pass with that stuff...

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camsr wrote:You might have a quarrel with this, but if you disable the windows themes service it should load faster. Aero compatibility with opengl programs is a problem.
Aero-compatibility is an issue with certain ("older") OpenGL applications, and IIRC it has to do with mixing regular GDI drawing with OpenGL within the same window... or some such things that is "ill-specified" to begin with. Normally that stuff gets automatically detected, and Aero will shut itself down.

For what it's worth, I do certainly do all my development with Aero running (though I do check occasionally without, just to sanity check that things still work). It really should not be an issue...

edit: in fact.. Aero is the specific reason I use OpenGL in the first place. If it wasn't for Aero, DirectX would be a better choice, but unfortunately in a plugin situation DirectX doesn't get synchronized properly so one can end up with various graphics glitches in various hosts.. where as normally OpenGL works perfectly fine, Aero or not. The applications that have trouble with Aero just do something ugly. Essentially, for accelerated graphics, OpenGL seems to be the lesser evil of the two possible choices..

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mystran wrote:There is unfortunately a slight delay first time around, that has nothing to do with OpenGL.. but rather has to do with decompressing graphics and such. After loading once, it's all kept in memory, hence it opens faster the second time.

10 seconds sounds a bit long though, unless your CPU is pretty slow (or running in power saving or something), or very busy with other things (like high audio load).

Anyway thanks for mentioning it. It's quite hard for me to judge when such delays are getting too long.. as on my main dev system they are still in the sub-second range. But maybe it's time to do another optimization pass with that stuff...
Hi Mystran, It's probably more like 5 seconds most of the time but occasionally it seems to take longer. I'm currently using an old machine with a core2duo e6550 (yes, that old lol!) so that could be a factor...

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do_androids_dream wrote: Hi Mystran, It's probably more like 5 seconds most of the time but occasionally it seems to take longer. I'm currently using an old machine with a core2duo e6550 (yes, that old lol!) so that could be a factor...
Which host are you using, maybe there's some weirdness going on?

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do_androids_dream wrote:Hi Mystran, It's probably more like 5 seconds most of the time but occasionally it seems to take longer. I'm currently using an old machine with a core2duo e6550 (yes, that old lol!) so that could be a factor...
here, about 2 secs, sometimes start with a blink, then all just ok.

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Here it takes it about a second to show the GUI. Most plugins don't start immediately so I find it normal. It depends on the VST host, too, so in Reaper it starts kinda immediately for me, but it takes a second in EnergyXT 1.41.

I don't have the newest computer - AMD Phenom II 965 and Windows XPSP3. You must have problems with something else. I mean your OS has problems with something else. :) Antivirus? Some other background program? You know - the usual suspects. :hihi:
It is no measure of health to be well adjusted to a profoundly sick society. - Jiddu Krishnamurti

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I did some quick testing, and this is sandy i7, but I wanted to look at the relative numbers, I see the following:

- loading background takes about 13ms
- loading knobs takes about 50ms
- loading fonts about 4ms total, and 8ms for some "aux graphics"

.. the total frametime then is about 85-90ms for the first frame that needs to load all the data..

However.. if I look at the time it takes from when the editor window is created to when the first frame is finished, I see around 200ms or so, which is a bit weird really (as simply opening I see 11ms, even if there should not be anything else different except loading the resources). [edit: curiously in FL if I do "reset plugin" it'll only take 90ms to do the first draw.. but other than that the timings seems consistent at least with a a few hosts..]

I'll have to take a closer look at what's going on, maybe there's some bug..

edit: also if some mod happens to see this thread, feel free to move it to the new signaldust.com forum..

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Oh ok, so the extra time is just demand-loading for OpenGL.. but that's unlikely to take much longer on slower systems since it's unlikely to be CPU bound (it COULD take a long time though, if you have a slow disk, and none of it is in cache.. but that would typically only be an issue first time after a reboot, unless you're quite low on RAM).

The loading of the plugin itself also takes a bit of CPU number crunching.. hmmh.. but that would happen for each instance (because .. well it's silly.. should fix that).

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