Home » Hardware » MIOConsole » ULN-8 3D DSP maxed out (DSP at 100% with 8 instance of Channel Strip, 5 instances of Haloverb)
ULN-8 3D DSP maxed out [message #88196] |
Mon, 10 January 2022 10:18  |
JP82
Messages: 4 Registered: January 2022
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Junior Member |
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It's possible that this could be normal operation of the ULN-8 3D units, but I want to check against the forum.
I was doing an 8 channel summing mix where I found myself running out of DSP rather quickly. I had about 2 instances of character in addition to Channel Strip before I noticed the DSP nearly maxed out, so I got rid of any instance of character to reduce DSP usage. I decided against using any instance of character as it seemed to use more DSP than other plug ins.
I ended up only using 8 instances of Channel Strip, 5 Instances of Halo Verb, and then 1 instance of MBeq, Multi Band dynamics, and Mio Limiter on the master channel. (See attached screen shot). This put my DSP between 99-100% without any crackling.
I had to compromise on certain plug ins, and removing certain ones (character, dirt delay) in order to have an intelligible mix without it crackling from maxing out the DSP.
My question to you is: Is this normal? If so, it seems that it's a bit of a limitation when trying to use the ULN as a summing mixer. There may be a better way to go about this, or a setting that I am over looking.
If this is normal operation, I can live with it, and figure some work around, but if it isn't normal, please advise.
Thank you MH community.
Metric Halo ULN-8
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Re: ULN-8 3D DSP maxed out [message #88330 is a reply to message #88199] |
Wed, 24 August 2022 22:41   |
adingley
Messages: 5 Registered: June 2022 Location: Philadelphia
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Junior Member |
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I know it's been a while since you posted, but I just got my first MH unit, and a) it's lovely! b) I think what you're seeing in the unit you posted about in January is probably expected behavior.
I actually emailed MH support before my unit arrived with a question about the expected DSP usage for the plug-ins. I was told the following:
"Running the current software on a 3d unit we are able to insert 72 instances of MIOStrip (compressor, EQ and gate) at 96 Khz on the default mixer, and that brings the DSP usage up to about 97%. Figure roughly double that at 44.1 kHz."
My experience with the MIO software is that I'm able to ad 32 MIO strips and the DSP% goes up to about 60%. If I add 72 strips (at 96KHz) and put MIOStrip across each of them (in mono), then the DSP maxes out (bouncing between 98%-100%)... and the audio starts to sound crackly & distorted no matter what signal I'm pushing through the mixer. If I delete 8 of those (so that puts me at 64ch), the DSP usage drops to only 95%, and the mixer passes clean audio at 96KHz.
... Now, on to the newer/shinier Channel Strip3 plug-in: That plug-in chews through DSP way faster.
8 ch. of ChannelStrip 3 (m/m -- 96KHz) = takes the DSP usage up from the baseline (I see 17% usage with no plug-ins instanced) up to ~41%
1 Stereo Aux ch. of HaloVerb on that mixer adds another ~16% of DSP usage. So,
16CH of ChannelStrip 3 + a stereo Aux of Halo verb (at 96KHz) takes up ~91% of a single ULN-8mkIV's DSP. Honestly... I'm good with that. And thankfully (if shipping dates hold) I'll have 3 boxes by year-end. So that's a pretty powerful set of DSP's for all my input processing.
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Re: ULN-8 3D DSP maxed out [message #88547 is a reply to message #88330] |
Fri, 26 May 2023 21:55   |
DanRock101
Messages: 26 Registered: October 2019 Location: Oxnard, CA
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Junior Member |
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THANK YOU! I was wondering why I was out of DSP during STEM MIXING and why ONLY the host box's DSP was being used.
I searched the MH Forums and there were THREE other posts regarding this issue ....
BJ only replied to one ...
l'll post my reply here and on the other Post/Topics here .... so you'll all have to search for the titles of the below Topics as I got this message when I tried to post my reply:
You cannot use links until you have posted more than 300 messages."
BTW, this SHOULD be a default state of the 3d MIOConsole Mixer, right? I mean, what is the use case for NOT wanting to have full access to ALL the DSP of ALL of your attached boxes ( ie., Mixer>"Spread Host Channels Across Boxes") ?!?!? Am I missing something?
OTHER POSTS ABOUT SPREADING DSP ACROSS BOXES
"No DSP dispatch beetween two 3D cards"
"ULN-8 3D DSP maxed out"
"So.... Multi-device DSP seems to be NOT shared across units?"
[Updated on: Fri, 26 May 2023 22:00] Report message to a moderator
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Re: ULN-8 3D DSP maxed out [message #88549 is a reply to message #88547] |
Fri, 26 May 2023 22:47   |
adingley
Messages: 5 Registered: June 2022 Location: Philadelphia
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Junior Member |
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When I wrote them in December, (direct email) I never got a reply back -- but I did follow-up via phone the following week, and I think it was someone named John who I spoke to. Maybe BJ... I can't recall. I wish I'd written down what I was told, because it was fairly clear at the time. He was basically saying that, no matter what that setting is set to, the DSP load is always gonna be assigned to "the box from whence the signal travels through."
And the manual excerpt below is kinda confusing, but more-or-less confirms part of that:
Spread Host Channels Across Boxes enables distribution of DSP processing load across all MHLinked boxes in a Domain... add a box, double the processing power, add another box, triple it, etc. Generally the root box bears the biggest load since it manages the traffic between the Host computer and all the other boxes, but you can help manage that load a bit by keeping the following in mind:
1. DSP processes assigned within a single Mixer strip will be assigned to the same box, so if you have a ton of insert processes running on one particular strip, that process load will not be shared across boxes.
2. Processing on signal paths routed to a physical output port rather than a bus - Monitor Controller and Cue Controller Graph, etc. - gets assigned to the 3d box connected to the physical output of that path. So, if you have a 6-channel surround MC output with room correction, delay and EQ in the DSP Graph going to the analog outputs on box #3, that DSP Graph processing will be executed on box #3.
Even based on that, what's puzzling to me is the seemingly inconsistent behavior I'm seeing.
- My set up includes 2 ULN-8 mkIV boxes
- I have about 10-12 channels of analog signal hitting various Mic-ins & Line-Ins on the two boxes
- I'm sending all signal out the Main 1-2 outs of Box#1 and I'm using the headphone out of Box#1
- I have (at times) used a channel strip / a de-esser / a Character plug-in or two on the input channels. + I've got a reverb and a dirty delay running on auxes so that I can have a nice headphone mix going.
- When I first set it up, It seemed like the BOX#1 DSP was doing ALL of that heavy lifting. ALL channels from box #1 were processed on box#1 + the Aux channels DSP was hitting Box#1.
- Then a couple of months later (without me intentionally changing anything) I happened to notice that the dSP was more distributed than before. It was like 40% box #1 and 48% box #2 (I was running at 96Khz). I thought... "Wow, great! what'd I do right?"
- Then a few weeks later, I had to disassemble and re-assemble my rack. I ended up getting the two ULN-8's backwards in the re-assembly, and instead of un-racking & re-racking, I just changed the configuration of the channels in the MIO Console.
- After that, I noticed ALL MY DSP was hitting (what was now) box#1 again.
- Today, as I am sitting here reading this thread... I checked MIO console, and it's distributed again.
- I don't get it! I like when it behaves this way, but I wish I could predict what made it do that. I don't feel in very solid control of this rig.
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Re: ULN-8 3D DSP maxed out [message #88550 is a reply to message #88549] |
Fri, 26 May 2023 23:13  |
DanRock101
Messages: 26 Registered: October 2019 Location: Oxnard, CA
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Junior Member |
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Thanks for the detailed info! Saving all of your MIOConsole files (in my case within Dropbox in case of crashes, etc) and saving versions of them when you make changes is vital, at least for my workflow. I have TRACKING States, STEM MIXING States, LIVE States ... and within the ConsoleStates, I have certain Graphs built to maintain a consistent workflow in how I track and mix and SAVING those Graphs & ConsoleState files (from the hidden ~Library Folder) and being able to recall is key to consistency. NO OTHER platform gives you such detailed capabilities!
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