I have a project with a number of reasonably cpu + gpu intensive content subpatches. Only the content from one subpatch is required at any one time, so I’m switching the evaluate pins on and off as required.
When switching to certain subpatches, the framerate drops for a few seconds, then gradually increases, in two or three steps.
Any idea what could cause such behaviour?
I’m unable to post the patches but mostly they contain several text(ex9) nodes, various images as textures, and a fair few texture fx and other render passes
if it happens only on first run, so 2-d run when you load patch you don’t have lag, try to put a bang onopen to evaluate all.
or put all the content loaders out of non evaluate…
Debug mode not particularly revealing. I have tried process of elimination and it seems to be directly related to the volume of render passes / texture fx though I’m not certain.
I’m already doing the onopen/evaluate all but the problem happens every time I switch patch.