Faster Ableton LIve

Discussion in 'Live' started by Alpha0ne, Dec 28, 2012.

  1. Alpha0ne

    Alpha0ne Producer

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    Hi everybody

    I found that u can speed up loading times in Ableton live 8. Just go to options.txt
    in Win7 its in C:\Users\you\AppData\Roaming\Ableton\Live 8.3\Preferences

    If there is no options.txt file then edit one and add these commands in it "-ForceDirectDraw=1", "-ForceGDI=1"
    Without the quotes. Save and start Ableton Live. And tell me if its functioning, or am i hallucinateing :)



    Have fun and good life everybody.
     
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  3. muaB

    muaB Producer

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    hey man, sounds cool but can you give me moar infos here? what exactly does your trick to live?

    i´d love to make it be a more efficient program. and a little closer to cubase performance ;)
     
  4. Muzikal1

    Muzikal1 Newbie

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    Alphaone, it"s working for me.I"ve tested some other options files and it"s hit or miss.I think this really depends on computer specs though.Should benefit slower puters/videocards.
     
  5. doof

    doof Ultrasonic

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    cool, whats DirectDraw and GDI?
     
  6. Alpha0ne

    Alpha0ne Producer

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    @doof: I don't know an answer to you question. But try it.
     
  7. Muzikal1

    Muzikal1 Newbie

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    Sorry took so long.:)
    From Wikipedia, the free encyclopedia.

    DirectDraw-

    DirectDraw is a deprecated API that used to be a part of Microsoft's DirectX API. DirectDraw is used to accelerate rendering of graphics in applications. DirectDraw also allows applications to run fullscreen or embedded in a window such as most other MS Windows applications. DirectDraw uses hardware acceleration if it is available on the client's computer. DirectDraw allows direct access to video memory, hardware overlays, hardware blitters, and page flipping. Its video memory manager can manipulate video memory with ease, taking full advantage of the blitting and color decompression capabilities of different types of display adapters.

    DirectDraw is a 2D API. That is, it contains commands for 2D rendering and does not support 3D hardware acceleration. A programmer could use DirectDraw to draw 3D graphics, but the rendering would be slow compared to an API such as Direct3D which does support 3D hardware acceleration.

    DirectDraw has been deprecated since version 7. As of DirectX version 8.0, DirectDraw was merged into a new package called DirectX Graphics, which extended Direct3D with a few DirectDraw API additions. DirectDraw can still be used by programmers, but they must use older DirectX interfaces (DirectX 7 and below). As of the release of the June 2010 DirectX SDK package, the DirectDraw header file and library are no longer included.


    Graphics Device Interface (GDI)

    The Graphics Device Interface (GDI) is a Microsoft Windows application programming interface and core operating system component responsible for representing graphical objects and transmitting them to output devices such as monitors and printers.

    GDI is responsible for tasks such as drawing lines and curves, rendering fonts and handling palettes. It is not directly responsible for drawing windows, menus, etc.; that task is reserved for the user subsystem, which resides in user32.dll and is built atop GDI. Other systems have components that are similar to GDI, for example Macintosh's Quartz (originally QuickDraw) and GTK's GDK/Xlib.

    GDI's most significant advantages over more direct methods of accessing the hardware are perhaps its scaling capabilities and its abstract representation of target devices. Using GDI, it is very easy to draw on multiple devices, such as a screen and a printer, and expect proper reproduction in each case. This capability is at the center of all What You See Is What You Get applications for Microsoft Windows.

    Simple games that do not require fast graphics rendering use GDI. However, GDI is relatively hard to use for advanced animation, and lacks a notion for synchronizing with individual video frames in the video card, lacks hardware rasterization for 3D, etc. Modern games usually use DirectX or OpenGL instead, which let programmers exploit the features of modern hardware.
     
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