3 ms·
I haven't delved into it too deep. Some things are embarrassingly parallel, like additive synthesis. Some things can be made quite parallel like convolution. B
by duped 4y ago
I haven't delved into it too deep.
Some things are embarrassingly parallel, like additive synthesis. Some things can be made quite parallel like convolution. But a lot of stuff is not.
The distinction I think that needs to be made between GPUs for graphics vs audio is that all GPU algorithms are built on the assumption that there exists a reasonable compute pipeline that every kind of processing can use or exploit. That is not true for audio processing (your compute kernels for convolution and IIR filtering are completely different, for example, even static IIRs and IIRs that undergo real time modulation have very different topologies).
The thing I don't yet know about GPU Audio (the company) is how they deal with routing and process chains. Sub millisecond latency is fine, but if you have two dozen plugins in a chain (or god help you, a real DAG) then how do they handle the delay compensated I/O without adding extra latency for each sequential edge in the graph without the host being aware?
It's not big things that hurt latency, it's more a death by a thousand cuts in practice.