Yes, but I'm asking if you've done stress testing here to run MIR 3D GPU Audio with many output channels.
Here is an alternate question you could elaborate on:
How many channels of MIR 3D can you run at 32, 64, 128 buffer sizes conifigured to a 7.1.4 output (or other high channel format) in Nuendo or Reaper when GPU audio is enabled? What interface(s) are you using to test GPU Audio?
What are the specs of the testing rigs that you use when you are pushing the performace of GPU Audio?
@Sasha-T said:
@VirtualVirgin said:
I need to reiterate my question here as RTL is a very important factor in my setup (and indeed for many composers using VSTis heavily). What interface and buffer size are the GPU Audio team using to test their products and what kind of RTL is being reported for large VSTi templates with for deilvering high channel counts (such as 7.1.4)?
@VirtualVirgin said:
Thanks,
With such a setup (7.1.4) what buffer size are you using and what RTL are you getting?
@Sasha-T said:
@VirtualVirgin said:
Thanks. Good to know how they stack up, as the assumption would be that the performance (for GPU Audio) is linear with the general benchmarks of the product lines (RTX 4060 < 4060 Ti < 4070 < 4070 Ti < 4080 < 4090).
Another perfomance question:
As a hypothetical,
Would you find a 4060 Ti with 16GB suitable for running 128 instrument channels of MIR3D in 3rd Order Ambisonics (let's say with a modest 4 second tail decay)?
Also, given that you are here and have recently announced a partnership qith Audio Modeling-
How much would the CUDA cores count effect the performance for those instruments?
I'm assuming memory would have little effect on those, and calculation bandwidth is the key.
Absolutely, 128 instruments even Dolby Atmos 7.1.4 is almost exact the benchmark configuration we run for performance profiling, so I can definitely confirm it should be sufficient
This is a VSL forum, and I don't want to disclose the AM numbers yet. All I can give is that, people will love the benefits and will buy this. And, one of the reasons of partnering with VSL, AM or you name the company is, really not just "enabling software on the GPUs" - it's way beyond that. Integrating API creates something new, something 'unseen' before.
Hi @VirtualVirgin,
We support intra 1 ms buffers, and we tested Core Audio and some ASIO-compatible devices.
What's more important is a full understanding of how the latency truly works. All plugins that work with DAWs (virtual / software, not hardware-based) simply have only latency mentioned in the audio settings, that's it.
So if you have, let's say, a Lynx device running with 32 samples at 96 kHz, and you run any VST3 plugin, you have 0.33 ms to process this buffer on the side of a plugin. Everything else outside the plugin is excluded and fully depends on the other parts of your setup, including OS, drivers, hardware characteristics, and mode.
Plugin developers work only with latency that is set in the DAW, and it practically doesn't matter which device you use to test it out: even the ASIO4ALL device is typically managed the same way by the DAW, so if it's 96@96 it's just 1 ms to process it all, not more, otherwise, you will hear a drop-out. All the other types of latencies just come on top of the DAW <> plugin latency as is and do not commit to the dropouts.