Vengeance Producer Suite - AVENGER - 1.8.5 the main thread

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Stop the Bullshit talk and accept the fact that the Mac version produces quite heavy cpu spikes, and therefore is not usable as a multi instance workstation vst. This is maybe dependent on the patch. For example the wave table oscillator.

I also doubt that it is so different on Windows.

Posting here how good it performs on your unique pc and assuming people like me have no clue won't help anybody of the users.

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jacqueslacouth wrote:Quick question (couldn't find the answer on the site), if I purchase Avenger, do I need to uninstal the Demo version first or is it just an authorisation?

cheers

Jock
After purchase you will receive the instructions on how to use your register.vps-avenger.com account to download the complete factory pack, keyfile and installer. No need to uninstall demo, just install the new version over then import from desktop factory and key file license.

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edit - never mind

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Hanz Meyzer wrote:Stop the Bullshit talk and accept the fact that the Mac version produces quite heavy cpu spikes, and therefore is not usable as a multi instance workstation vst. This is maybe dependent on the patch. For example the wave table oscillator.

I also doubt that it is so different on Windows.

Posting here how good it performs on your unique pc and assuming people like me have no clue won't help anybody of the users.
I don't think that using offensive language will help anybody here, certainly not you....

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Am I missing something - is it possible to modify the retrigger/non-retrigger state of pitch, amp and filter envelopes while in legato? That's pretty essential for certain sound design.

Edit: Actually, since you can change the trigger properties of mod envelopes, it might be able to work around this in most instances.

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EnochLight wrote:
ansolas wrote:Anyone else get CPU Spikes when tweaking the orcs partials like shown here, please.

I have macOS 10.12.2 and I have tested it under Logic X and Maschine, both latest version :



just curious
I'm on Windows 10 and Studio one 3.3.x. The most it seems to spike is about 10-15% max.

under windows 10 I don't have any spikes at all, it is just macOS.
It's is that serious there that even Playback stops :)
Studio One, Logic
macOS
–– -
http://ansolas.de

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On my computer avengers visual feedback is quite random and inaccurate represented.
Anyone more having this issue on visual feedback?

(video illustrating what i mean)


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Coockie1176ln wrote:On my computer avengers visual feedback is quite random and inaccurate represented.
Anyone more having this issue on visual feedback?
Yes and as I wrote in my first post this inaccuracy occurs in processing too. I really hope this is just a bug and not the developers way of optimizing the cpu consumption.

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Magnut wrote:
Coockie1176ln wrote:On my computer avengers visual feedback is quite random and inaccurate represented.
Anyone more having this issue on visual feedback?
Yes and as I wrote in my first post this inaccuracy occurs in processing too. I really hope this is just a bug and not the developers way of optimizing the cpu consumption.
Couldnt agree more. Will send this video to them later.

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may have something to do with the timings.
Assuming you have a short filter envelope (dacay with curve), the peak of this curve may have just 5ms or 6 ms in duration. On a 30hz screen, thats not enough that there is a full frame happening in this small time window. If I have calculated correctly, you only have 1 frame after every 33 ms (1000ms = 1s (30Frames))
Make the decay slow and linear, and you will see, that it will be correct then.
If you would use a 120hz TFT the "problem" should be very much less there.
Talk to Rene tomorrow to see, if there is anything which can be done about that.

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msvs wrote:may have something to do with the timings.
Assuming you have a short filter envelope (dacay with curve), the peak of this curve may have just 5ms or 6 ms in duration. On a 30hz screen, thats not enough that there is a full frame happening in this small time window. If I have calculated correctly, you only have 1 frame after every 33 ms (1000ms = 1s (30Frames))
Make the decay slow and linear, and you will see, that it will be correct then.
If you would use a 120hz TFT the "problem" should be very much less there.
Talk to Rene tomorrow to see, if there is anything which can be done about that.
144 hz gaming monitor 2411t from benq im running on.
But i think i run at 60 hz only because i dont run on the dvi. the dvi not working. But that
should still represent pretty accurate and not display different value with lfo. Should represent something more human, my ears hear it go to 100 percent but the screen says nah. I emailed rene today but yeah talk to him and see if it can be done something.

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of course it goes to 100%. You ears can hear even the smallest milliseconds. But your TFT cant display this!
Like I said, 1 frame each 33ms. Thats the grid. On 60hz its 16ms. Still not fine enough to display an envelope which is shorter than that. Physics
Last edited by msvs on Thu Mar 16, 2017 2:20 pm, edited 1 time in total.

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just use you ears to tweak the sound not the visuals :)
Studio One, Logic
macOS
–– -
http://ansolas.de

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msvs wrote:of course it goes to 100%. You ears can hear even the smallest milliseconds. But your TFT cant display this!
Like I said, 1 frame each 33ms. Thats the grid. On 60hz its 16ms. Still not fine enough to display an envelope which is shorter than that. Physics
How about the lfo displays different on each new cycle?

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