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This feature is mainly owed to my personal performance practice: I'm using VideOSC to control digital sound generation as well as I create generative video, so far all done in SuperCollider. However that's far from optimal. Doing animated graphics in SuperCollider is quite costly. Contrary to other, more visually oriented frameworks, it doesn't provide GPU-based rendering which would allow the user to keep a machine's CPU only doing audio.
Ideally VideOSC should be capable to send to more than one client (multicast or distinguished by IP address, resp. IP address / port. Users should be able to reserve certain pixels for certain receivers (net addresses). It should be possible to use UDP, multicast or TCP/IP.
This feature shouldn't only enhance efficiency on client machines (to which data is sent over OSC) but also be implemented as efficiently as possible within VideOSC in order not to degrade the app's performance.
The text was updated successfully, but these errors were encountered:
This feature is mainly owed to my personal performance practice: I'm using VideOSC to control digital sound generation as well as I create generative video, so far all done in SuperCollider. However that's far from optimal. Doing animated graphics in SuperCollider is quite costly. Contrary to other, more visually oriented frameworks, it doesn't provide GPU-based rendering which would allow the user to keep a machine's CPU only doing audio.
Ideally VideOSC should be capable to send to more than one client (multicast or distinguished by IP address, resp. IP address / port. Users should be able to reserve certain pixels for certain receivers (net addresses). It should be possible to use UDP, multicast or TCP/IP.
This feature shouldn't only enhance efficiency on client machines (to which data is sent over OSC) but also be implemented as efficiently as possible within VideOSC in order not to degrade the app's performance.
The text was updated successfully, but these errors were encountered: