Everyone wants a fast and efficient patch. One huge CPU load is graphical interface elements. Are you using graphical information more than you should? Here are 5 useful tips for speeding up your patch!
Graphical information, especially float numbers can significantly draw CPU power. Imagine your system is receiving so much data at the same moment, it will naturally slow down everything in the scheduler. Especially in poly~ objects graphical information is not needed, so save yourself some speed!
Tip #2 – Speedlim Speedlim Speedlim
Speedlim is a really important object in Max as it can limit the speed data flows through your patch, if appropriate for the situation. Use this object to balance speed between patches. Some objects such as snapshot~ and line have an interval time or grain attribute.
Tip #3 – Do you need to see that parameter?
How fast do we realistically need to see the data being updated? Some parameters are extremely useful, such as visual cues, but do you really need to see every parameter moving? Ok, if it is a very small patch with few parameters you will not have much trouble if you are running on a very powerful machine. But what if you have graphical information hidden in a subpatch or abstraction? Contemplate whether that graphical information is really necessary to view. You don’t need a slider or int box to change the parameters.
Tip #4 – When prototyping patches, learn to enable and disable patch cables.
When prototyping a patch, important data parameters are nice to see the data flow. One simple trick is to make a separate int or float object to display those parameters. When your patch works and you no longer need to see those parameters, simple disable the patch cable or just delete the object!
Tip #5 – defer and deferlow
A simple deferlow is a great object for putting low priority parameters at the bottom of the scheduling pool.