Vital - Released

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clipnotic wrote: Thu Feb 18, 2021 9:08 am
Kott wrote: Thu Feb 18, 2021 8:54 am
PieBerger wrote: Thu Feb 18, 2021 8:49 am Indeed, it's working great at my end, quite useable even at 4x oversampling, especially considering all of the audio rate and flashy GUI stuff it has going on.
On my hardware it always eats 100% of 1 core with init patch
Which hardware are you using?

I'm using Win10 on a nearly one year old Predator laptop with Core i7, NVIDIA 1060 and 16 GB Ram and I daily work intensively with Vital and without your problems and also with oversampling 2-4 ...
Linux Ryzen 3100 GeForce GTX 970

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I see there is are talks regrading the Vital skins ... but where the skins are?

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They are only available for Pro and Subscription licensees.

They are in your account on the website, AND when you start up Vital (I assume you need to have check updates on), it offers to download and install it for you.
rsp
sound sculptist

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Thanks. I'm a Plus user. I guess plus users have to wait for some freely available skins.

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Kott wrote: Thu Feb 18, 2021 6:51 am
fisherKing wrote: Wed Feb 17, 2021 11:39 pm about the cpu, altho no problem here
it can be said that those with abnormal CPU consumption just are out of luck, but we are not playing the lottery here:)
tried 48 instance of vital on my 8 year old pc with unsupported os, had about 65% cpu usage.

seem like most with problems have laptop and/or onboard graphics?

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garryO wrote: Thu Feb 18, 2021 1:51 pm
Kott wrote: Thu Feb 18, 2021 6:51 am
fisherKing wrote: Wed Feb 17, 2021 11:39 pm about the cpu, altho no problem here
it can be said that those with abnormal CPU consumption just are out of luck, but we are not playing the lottery here:)
tried 48 instance of vital on my 8 year old pc with unsupported os, had about 65% cpu usage.

seem like most with problems have laptop and/or onboard graphics?
There are a few different issues that cause Vital to use a lot of CPU but only with certain systems. I'm looking into each one but they're a bit hard to track down without access to a machine that has the issue. I think the above issue was linux + opengl drawing too much and maxing out a core. It's on my list to look into.

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mtytel wrote: Thu Feb 18, 2021 2:16 pm
garryO wrote: Thu Feb 18, 2021 1:51 pm
Kott wrote: Thu Feb 18, 2021 6:51 am
fisherKing wrote: Wed Feb 17, 2021 11:39 pm about the cpu, altho no problem here
it can be said that those with abnormal CPU consumption just are out of luck, but we are not playing the lottery here:)
tried 48 instance of vital on my 8 year old pc with unsupported os, had about 65% cpu usage.

seem like most with problems have laptop and/or onboard graphics?
There are a few different issues that cause Vital to use a lot of CPU but only with certain systems. I'm looking into each one but they're a bit hard to track down without access to a machine that has the issue. I think the above issue was linux + opengl drawing too much and maxing out a core. It's on my list to look into.
on my systems; a surprisingly low CPU, even with 'audiorate' warping of wavetables (try do that in serum without rocket-launch your CPU, i don't have serum, but vast dynamics vaporizer2, but they are in the same league.). by the way, i mentioned this before, i like the own character of vital. the comparison to serum i don't get, it has another way of working, as vast dynamics vaporizer2. which i also like.

laptop: i7-9750H, 16gb, nvidia gtx 1050 4gb. windows home 10 20H2. all up-to-date
desktop: i7-6700K (@4.4), 32gb, nvidia gtx 1060 6gb, windows pro 10 20H2. all up to date. (self-built)

hope this helps.

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mtytel wrote: Thu Feb 18, 2021 2:16 pm There are a few different issues that cause Vital to use a lot of CPU but only with certain systems. I'm looking into each one but they're a bit hard to track down without access to a machine that has the issue. I think the above issue was linux + opengl drawing too much and maxing out a core. It's on my list to look into.
I think it would be helpful if there was a setting to reduce gui refresh rate, like in the latest Hive beta.

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mtytel wrote: Thu Feb 18, 2021 2:16 pm There are a few different issues that cause Vital to use a lot of CPU but only with certain systems. I'm looking into each one but they're a bit hard to track down without access to a machine that has the issue. I think the above issue was linux + opengl drawing too much and maxing out a core. It's on my list to look into.
I've been having issues on Linux as well. With the GUI open, it takes almost 200% CPU (two full cores), and even with the GUI closed, it idles at 40%. I get lots of xruns as well when I play heavier patches. I have a 2018 Dell XPS13 with a 4 core Intel CPU and and Intel graphics.

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Saw this over at the Vital forums.....Alt Right Click on the Hamburger Icon gets you to the Skin Designer.

So far all I've been able to make is one seriously ugly skin........ :lol:
None are so hopelessly enslaved as those who falsely believe they are free. Johann Wolfgang von Goethe

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Teksonik wrote: Fri Feb 19, 2021 1:18 am Saw this over at the Vital forums.....Alt Right Click on the Hamburger Icon gets you to the Skin Designer.

So far all I've been able to make is one seriously ugly skin........ :lol:
Huh! thanks for this! I have been wanting to make Vital darker on a few part of the macro button. Apparently we can load skin too!

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Skins can be loaded via advanced settings too.

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Gave it a first shot for a warmer look:
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VitalSkinTomOrange.jpg
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Download it here: Toms Orange Vital Skin

First iteration, not finetuned yet...

Unzip it before use ;-)

I did put it in my Vital "User" folder in a new sub-folder "Skins" and it showed up in the GUI...

Cheers,

Tom
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The last 1.06 and 1.07 update are pure marketing updates in order to get more sales for the Pro version. It's essentially complete useless.
There are no basic improvements.

Improvements would be better filters:
If the filters and resonances goes beyond "64" you are getting more and more a plastic-metallic character. Up to "64" the filters are not that bad.
Improvements would also be better Envelope and LFO implementations with single trigger in poly-mode, which all good VSTis have. In my view the best implementation of a Envelope/LFO/MSEG has Harmor. He should have a look at it to this. If the dev don't know how to implement single trigger in Ply-mode he should look at Surge. Its Scene-LFOs have single trigeer in ploy-mode and he could also see the code because its open source.
Imprevements would also be less CPU usage of effects:
8 weeks ago I compared the CPU usage of effects between Vital and Serum, Hive and Zebra and Vital uses much more CPU in Chorus, Flanger, Phaser, Compressor and reverb as the others.

Simple new features would be for example possible in the Sampler module. Especially sample start point adjustments.

And what did this dev up to now ? Nothing in this feelds !
He could offer improvements AND Gui fixes or other fixes.

Finally I come to the conclusion that this dev only want to make fast money and then say "Good bye" !!!

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ThomasHelzle wrote: Fri Feb 19, 2021 11:23 am Gave it a first shot for a warmer look:
Oooh that's very nice. Well done, thanks for sharing. Much better than the hideous skin I managed to do. :tu:

The only issue I can see is that you don't get the same visual feedback from having different colored different modulation circles.
None are so hopelessly enslaved as those who falsely believe they are free. Johann Wolfgang von Goethe

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