Page 1 of 1

DMX flickering upon system overload

Posted: Sun Apr 30, 2023 11:30 am
by steppenwolf
Hello,

We've been building some scenes and cues so we can control DMX lighting. However, some GSLS shaders and media seem to overload MadMapper. Whenever this happens, DMX starts failing (lights flicker, change color, servos shake, etc.)

Is there a way to buffer pre-rendered orders to DMX, o something similar, so in case the system overloads we do still have some time frame in which DMX info is sent consistently? May we be missing something?

May it have to do with any update?
Or maybe is it related to the size of the universe? (We are using no terminator plug)

We are using an Optoma projector in the project as well.

Thanks!

Re: DMX flickering upon system overload

Posted: Tue May 02, 2023 6:19 pm
by mad-matt
Which version of MadMapper are you using ?
Can you reproduce this issue with MadMapper 5.2.4 ? (available here: https://madmapper.com/myaccount/downloads)

Re: DMX flickering upon system overload

Posted: Thu May 04, 2023 12:17 am
by steppenwolf
Which version of MadMapper are you using ?
Can you reproduce this issue with MadMapper 5.2.4 ? (available here: https://madmapper.com/myaccount/downloads)
Sorry, I did not give you enough information. WE are using two Inter & M1 Apple MacBooks, and it seems version independent as we updated but the error persists. It seems that is has to do with GPU&CPU load, background processes and maybe the non-official dongle. We are about to troubleshoot those vectors.

Does MadMapper's efficiency change depending on whether you use Mac or PC?

Re: DMX flickering upon system overload

Posted: Fri May 05, 2023 3:09 pm
by mad-matt
Please first check with latest MadMapper, which is actually version 5.3.1.
If it doesn't help, you have to know if the issue comes from MadMapper output or from your ArtNet receiver.

You can first:
- Check if you see undesired values in MadMapper DMX Monitor
- I am convinced, since this code has been tested since 10 years by many people, that ArtNet packets sent over the network are exactly what you see in DMX Monitor, but you can verify this with Luminet Monitor V2 (free cross platform software: https://www.luminex.be/support-2/product-downloads/)
- If the issue is not in MadMapper output, you can check that it's not related to some ArtNet protocol things that would make your receiver not working properly when MadMapper sends ArtNet too slow. You can first adjust the ArtNet FPS in MadMapper preferences / DMX Output. You can also disable ArtSync (synchronization packets sent to synchronize all universes when using multi-universion ArtNet nodes)

Let us know

Re: DMX flickering upon system overload

Posted: Thu Jun 15, 2023 11:01 am
by Nina-Dobrev
Which version of MadMapper are you using ?
Can you reproduce this issue with MadMapper 5.2.4 ? (available here: https://madmapper.com/myaccount/downloads io games)
Sorry, I did not give you enough information. WE are using two Inter & M1 Apple MacBooks, and it seems version independent as we updated but the error persists. It seems that is has to do with GPU&CPU load, background processes and maybe the non-official dongle. We are about to troubleshoot those vectors.

Does MadMapper's efficiency change depending on whether you use Mac or PC?
MadMapper is designed to work on both Mac and PC systems, and its performance should not significantly differ based on the operating system. The key factors affecting MadMapper's efficiency are the hardware specifications and system configuration of the computer being used.

Re: DMX flickering upon system overload

Posted: Mon Aug 28, 2023 11:02 am
by anden345
Which version of MadMapper are you using ? subway surfers
Can you reproduce this issue with MadMapper 5.2.4 ? (available here: https://madmapper.com/myaccount/downloads)
Software updates can sometimes introduce new features, optimizations, and bug fixes that can improve stability. Make sure you are using the latest version of both MadMapper and any related software. However, do keep in mind that updates might also introduce new issues, so it's a good practice to test updates on non-critical projects first.