The minimum specs for the Multi-Poly native software specify an i5 (I'm running Windows), but I find with my old i5-4460 PC that many of the patches cause excessive CPU usage on a single core (the other 3 cores are barely used) and glitching.
Patches that show the issue for me include:
Ace Maverick
Addition Bells
Ancient Temple (Wheel)
Another Gateway
Arena Announcement
Azure Airwave Bells
Boundary Pad
Cassini Carillion
Chaser Bell
Chime Waves
... I gave up checking at that point
Boundary Pad is particularly affected - giving rise to glitches when only a few notes are held down and 1 CPU core shows as maxed out in Task Manager.
Since not all patches are so affected I'm guessing that some common aspect to those patches maybe giving rise to this.
Now I know the CPU I'm using is old but it meets the minimal spec, and other powerful 3'rd party VST instruments such as Arturia's Pigments 6, don't seem to have any similar issue with any of the patches I've tried (I tried a lot to be as sure as I can).
An i5 is after all a considerably more powerful CPU than whatever is in the Multi-Poly hardware (I'm assuming its another Pi Compute module), so I'm curious why there's a problem (especially given that other VST instruments don't have such issues).
Some patches on the multi-poly native hog 1 CPU core
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Re: Some patches on the multi-poly native hog 1 CPU core
^ Boundary Pad actually has unisono set to 4 and 2 respectively on both its layers.
Even playing on my hardware it blows out of notes with a 3 note chord.
On my Native demo I do hear some clicking on my Windows PC.
Even playing on my hardware it blows out of notes with a 3 note chord.
On my Native demo I do hear some clicking on my Windows PC.
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Re: Some patches on the multi-poly native hog 1 CPU core
Yes, I've been getting this too on the Native. Modwave, Wavestate and Opsix all fine. Hopefully an update (when ready will sort this bug.
Steve
Steve