Re: [PD] CPU cost II

2006-11-12 Thread chris clepper
On 11/12/06, Mathieu Bouchard [EMAIL PROTECTED] wrote:
GEM/PDP would be harder due to framesize differences and to how the [EMAIL PROTECTED]one is supposed to measure time spent on the GPU.With a profiler.http://www.gremedy.com/
http://developer.apple.com/graphicsimaging/opengl/profiler_image.html
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Re: [PD] CPU cost II

2006-11-12 Thread Marius Schebella
you are right, the big cpu eaters are graphics and fft-objects (which 
depend on the window size.)
but for example, when I plan to use a minimac, I would like to know how 
many videos can I add with which resolution.
I also know that with a good graphic card I can render more GEM objects 
than with some big cpus, but a crappy gfx card.
I was also thinking of having a [dsp] object interact with the framerate 
within a patch.

thanks, anyway for thinking about that problem!
marius.


Mathieu Bouchard schrieb:

On Thu, 9 Nov 2006, Marius Schebella wrote:

for me that's a really important topic, I often run into problems with 
slow machines not fast enough to play patches.


With video this happens often, even on fast machines, and especially 
with GridFlow: e.g. it's not possible to use [#fft] at 30fps unless your 
resolution is really small.


I wonder if it is possible to calculate something like flops/ FLOating 
Point OPerations per object


It wouldn't be just a count of flops; that's a rather useless unit of 
measure unless you know that all your flops take the same amount of 
time, and what you care about is the time. In Numerical Analysis, 
multiplications and additions are usually counted separately, because 
they're expected to be in two different classes of speed.



and have a list for all the pd objects.


This would have to be parametrized according to some things, like length 
of list arguments, block size, and possibly a lot of arguments.


Things like [fft~] does more work per sample when the blocksize is 
larger; i suspect that fiddle's situation is at least somewhat similar, 
but I haven't tested.


GEM/PDP would be harder due to framesize differences and to how the [EMAIL PROTECTED] 
one is supposed to measure time spent on the GPU.


I expect GridFlow to be a lot harder to measure; e.g. while pix_convolve 
will take time that's about the size of the picture (in pixels) times 
the size of the kernel (in pixels), in GridFlow you should only consider 
the number of nonzero entries in the kernel (!!). And then [#convolve] 
has special options like op and fold which aren't in any other 
implementation of convolution that I've seen in pd, and that can change 
the run time radically. And then [#convolve] supports *any* number of 
channels, while [pix_convolve] is up to only 4. And so on...


it really would be great to know the benchmarks of different 
hardwaresystems. marius.


Even though it's impossible to get a complete picture about the speed of 
each class, I think that it's worth trying. However, this may require 
some modifications to Pd. It's possible to make benchmarks in pure pd, 
but this would require a big mess of [timer] and [t] objects in order to 
prevent sent messages to be counted as part of the object's running 
time. If it were done in C in a similar way, it would be much faster, 
which would be important in order to have sufficiently accurate figures.


Even then, I fear that it wouldn't be that accurate, when lots of short 
operations are made. In that case, a statistical profiler would be more 
appropriate.


 _ _ __ ___ _  _ _ ...
| Mathieu Bouchard - tél:+1.514.383.3801 - http://artengine.ca/matju
| Freelance Digital Arts Engineer, Montréal QC Canada



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Re: [PD] CPU cost II

2006-11-08 Thread padawan12
You couldn't reasonably tag every object with
a cost because that might change for many reasons,
but you can know the load of an object 
or patch on your current CPU using the [cputime]
object which shows a percentage scale. You can usually
use it to work out the heavy offenders by muting DSP
with  [switch~] and seeing what is using up
lots of cycles, but it's not really accurate benchmarking.

On Thu, 09 Nov 2006 00:34:16 -0500
Marius Schebella [EMAIL PROTECTED] wrote:

 Hi,
 for me that's a really important topic, I often run into problems with 
 slow machines not fast enough to play patches.
 I wonder if it is possible to calculate something like flops/ FLOating 
 Point OPerations per object and have a list for all the pd objects.
 it really would be great to know the benchmarks of different 
 hardwaresystems.
 marius.
 
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