Official Arturia VCollection5 thread

VST, AU, AAX, CLAP, etc. Plugin Virtual Instruments Discussion
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ENV1 wrote:
lnikj wrote:Maybe some bright spark could write a script to clean out all files from the unwanted resolutions.
Only to find that the UI would come up blank unless the one you want to keep happens to be the 200% folder.
My eyesight is so bad that it is!

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HunterKiller wrote:
ENV1 wrote:
Numanoid wrote:u-he plugs have several settings for gui size, without the installer file becoming humongus :?
Thats because they use a much smarter approach, namely 1 set of large UI images which are being scaled down as you go below 200%. (Which is fullsize.)

...Arturia on the other hand took the probably worst approach thats technically possible: Several sets of UI images in several different sizes consisting of thousands of files in hundrets of folders, (example minimoog: 18.899 files in 528 folders), which not only results in a hefty RAM usage per instance but also creates quite some overhead on the harddrive because all these small files dont always entirely fill a cluster. (Example minimoog: Actual Size of bitmap folder 218MB, Size on Disk 256MB.)

Not good for people on low-capacity SolidState Drives...the whole set of plugins will probably take space in the gigabytes only for the images alone. (Unless of course you manually relocate the stuff, which luckily is possible. But of course the size will stay the same.)
....
There are user workarounds and solutions :

For those worried about any plugin with huge libraries installed on the master drive. Just use symbolic hardlinks.

Basically you move [cut and paste] the data file from the harddrive to a secondary data drive, remembering the original location
ie c:\programdata\arturia to ie e:\programdata\arturia

On the new location "Right hand mouse click the arturia folder and select link source"

now got to c:\programdata and "Right hand mouse click drop source as symbolic link"

Your system will see the folder on the c drive when actually its on the e. Great for installs like this on.
To be proactive, before installing you can always determine what folders are created for data and create an empty file and do the above and the files will install directly to the new location via the symbolic hardlink you created.

https://www.google.co.uk/search?q=symbo ... rFaICytuAJ
http://schinagl.priv.at/nt/hardlinkshel ... nsion.html

I do this for programs with large data files like omnisphere, serum, alchemy and so on. In fact all audio data files in mydocuments and hardlinked to a data drive and makes backing up a breeze.
Just note what source you have moved and to where (broken links are not good)>

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Symbolic Links are of course an option too, but in this case the bulk of the stuff can be removed from C: simply by moving the resources folder into the DLL dir, i.e. into the folder where the plugin DLL is. (Which of course means that each plugin DLL will have to be in its own folder, but thats no problem.) No registry or configfile stunts necessary; just move the folder, done. Plus: The 'tmp' and 'User' folders that are normally being created in the dir in ProgramData will then be created in the new location of the resources folder too.

Once the resources folder has been moved out of its respective parent dir in ProgramData, that parent dir can be deleted because all that will be left in it is unneeded file duplicates. This leaves only the presets on C: (no way to relocate those) and of course the Center related stuff, which is small.

Works fine, and should be no problem if you have enough free space on your plugins volume.

(Unless thats C: too, in which case it obviously wouldnt do you any good.)

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Echoes in the Attic wrote:If I'm not mistaken I think arturia have exposed some controls to automation that weren't before, like the switched on the arp and probably waveform selectors on the moog. So that's a cool thing.
Yep - the Matrix can finally be mapped properly in NI Kore 2.

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aMUSEd wrote:
Echoes in the Attic wrote:If I'm not mistaken I think arturia have exposed some controls to automation that weren't before, like the switched on the arp and probably waveform selectors on the moog. So that's a cool thing.
Yep - the Matrix can finally be mapped properly in NI Kore 2.
Yeah, you can now actually map out the whole Jupiter 8 for example to hardware using things like Novation automap or Nektar Panorama, which you couldn't do before because the waveform selectors and other buttons and things weren't exposed. So good for them for finally doing that. I bet the NKS compatibility had something to do with that.

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beely wrote:
Numanoid wrote:Wouldn't it be better to use vector graphics?
*Better* in some ways (eg storage space) but it's much harder and more resource intensive to do intricate gui's if you are rendering on the fly - most vector gui's are flat and simple to draw because of this.
This is an old myth and completely untrue - modern PCs (anything younger than 5 years old) can easily product anything you want using its graphics card/chip, come on - if your PC can run Quake 1 at 60fps at 1280 x 1024, how can RENDERING an almost completely static VST even touch it?

Most vector GUIs are 'flat and simple to draw' because 'designers' are assholes who copy the current 'trend', and the current trend is 'flat bullshit' because it's 100 times easier to draw crap than it is to draw something that looks real (and therefore good).

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There are plugins like The Drop that use vectors but still manage to pull off something more 3D.

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Do the instruments in V5 have different presets to the ones in V4?

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m-ac wrote:Do the instruments in V5 have different presets to the ones in V4?
Yes.

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basslinemaster wrote: Most vector GUIs are 'flat and simple to draw' because 'designers' are assholes who copy the current 'trend', and the current trend is 'flat bullshit' because it's 100 times easier to draw crap than it is to draw something that looks real (and therefore good).
I think that if you emulating a 'real' instrument then a skeumorphic interface is a good thing.

If you are not emulating something real then that is another matter, and I personally prefer simple uncluttered interfaces to busy cluttered ones, something that is more easily realised with flatter designs when producing vector interfaces. Just my *opinion*.

Not all devs can afford top end designers anyway.

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m-ac wrote:Do the instruments in V5 have different presets to the ones in V4?
I think there are some new ones but I'm still seeing presets from previous versions too (not sure if all but the ones I remember are there)

It's possible they reduced them down - some were not brilliant

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lnikj wrote:
basslinemaster wrote: Most vector GUIs are 'flat and simple to draw' because 'designers' are assholes who copy the current 'trend', and the current trend is 'flat bullshit' because it's 100 times easier to draw crap than it is to draw something that looks real (and therefore good).
I think that if you emulating a 'real' instrument then a skeumorphic interface is a good thing.

If you are not emulating something real then that is another matter, and I personally prefer simple uncluttered interfaces to busy cluttered ones, something that is more easily realised with flatter designs when producing vector interfaces. Just my *opinion*.

Not all devs can afford top end designers anyway.
Bingo. That's how I feel about it. A time and place for everything. If you are emulating a specific instrument then by all means go about drawing a fixed GUI but these days it's more about utilizing the computer as an engine for the instrument. software instruments are finally coming into their own, and with the amount of information being thrown at you by today's instrument a vector based GUI is smart and the best way to date to get you all that information. The world keeps turning. Nothing stays the same.

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Worth a quick mention I think, that I have an older desktop as well as a newer laptop. in an earlier thread I said that only about half of the 4 collection demos would install into the desktop with Vista.
I downloaded the 5 collection demos and they installed fine on that machine. Whatever they did fixed the issue.

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basslinemaster wrote:This is an old myth and completely untrue - modern PCs (anything younger than 5 years old) can easily product anything you want using its graphics card/chip, come on - if your PC can run Quake 1 at 60fps at 1280 x 1024, how can RENDERING an almost completely static VST even touch it?
I didn't say they couldn't do it, I said it's much more resource intensive than just pushing a few bitmaps around, particularly on interfaces that are photorealistic. It's not trivial.
basslinemaster wrote:Most vector GUIs are 'flat and simple to draw' because 'designers' are assholes who copy the current 'trend', and the current trend is 'flat bullshit' because it's 100 times easier to draw crap than it is to draw something that looks real (and therefore good).
Maybe you should grab some coffee and relax a little...

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zxant wrote:
plexuss wrote:Off topic: In the 3D CAD software world, where a software package is cheap if it costs $3000US and typical if it costs >$10,000 - you buy the version of the software that year and that's it - you get updates for the year usually but when the "new" version comes out the next year you have to pay FULL PRICE again if you want it (there is no upgrade price for current license holders). I consider myself lucky to some degree with music software policies.
 
Thank god for Blender then! .;)
Heh, you beat me to it. :lol:

(I'm still using an old Lightwave license!)
Zerocrossing Media

4th Law of Robotics: When turning evil, display a red indicator light. ~[ ●_● ]~

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