I would imagine it could be a problem in certain scenarios. A full band laying down basic tracks may get thrown off. It just seems lower than the threshold where anyone I’ve worked with has ever mentioned the latency.EvilDragon wrote: Sat Mar 30, 2019 7:04 amIt's not enough when multitracking live vocals or guitars, for example. You need the tightest possible latency then.Ah_Dziz wrote: Sat Mar 30, 2019 1:04 amI’ve found that up to 256 samples is damn near unnoticeable for most people through their headphones at 48k. I’ve tested lots of different setups (just to see how far it can be pushed before anyone says anything or I notice a change in the performance) through the years with folks in and out of my studio. I can’t deal with much more than 128 for playing any keys that need accuracy myself, but i know it’s there. If you don’t tell people they don’t tend to notice much. I would be amazed if a 2 ms difference would be anything to anyone used to digital equipment if you didn’t mention it.EvilDragon wrote: Thu Feb 28, 2019 3:01 pmNot OK if you want to monitor with FX while recording live.mcbpete wrote: Thu Feb 28, 2019 2:30 pmSounds OK to me - Apparently that's the same time it takes from a drummer hitting their snare to the sound hitting their eardrumsEvilDragon wrote: Thu Feb 28, 2019 1:10 pm So 1 ms latency at 96k. That's 2 ms at 48k. I wouldn't find that acceptable![]()
Anyway, my experience with messing with graphics card DSP stuff (including the first uad cards) was always that it would add two buffers to the signal, so that if you had a 32 sample buffer for instance it would jump to 96 samples when monitoring through the software and the extra DSP.
I did think that this would have picked up more momentum by now, but I suppose that lots of coders just don’t want to bother.