Remove DALL-E 2 labels.

This commit is contained in:
Robin E. R. Davies
2025-07-01 19:50:19 -04:00
parent d92a0c89e1
commit 71304ff9ec
2 changed files with 1 additions and 6 deletions
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@@ -7,9 +7,7 @@ icon_float: right
{% include pageIcon.html %} {% include pageIcon.html %}
## Running Headless To get the best possible audio latency, your PiPedal server should run headless. GPU activity interferes with low-latency audio. Drawing to the screen (or even moving the mouse) can cause audio underruns. This does not mean that you cannot use a desktop install; but it does mean that you should not be using the PiPedal server's desktop when using PiPedal. Use a browser on a remote machine, or use a phone or tablet to control PiPedal. PiPedal is very much designed on the expectation that you will be using a remote device to control it.
To get the best possible audio latency, your PiPedal server should run headless. GPU activity interferes with low-latency audio. Drawing to the screen (or even moving the mouse) can cause audio underruns. This does not mean that you cannot use a desktop install; but it does mean that you should not be using the server's desktop when using PiPedal. Use a browser on a remote machine, or use a phone or tablet to control PiPedal. PiPedal is very much designed on the expectation that you will be using a remote device to control it.
It is not entirely clear why GPUs don't play well with realtime low-latency audio. It's probably not caused by interrupts, but may be caused by contention for system memory and various system buses. Or perhaps by graphics drives that cheat a bit in order to get better benchmark scores. If you are running a very powerful PC with a GPU that doesn't share system memory for its framebuffer, you may be able to run a desktop while using PiPedal; but if you are not getting the latency you think you should, try going back to headless operation. The difference is dramatic. A system that may struggle to achieve 15ms latency with a desktop running (256x3 buffer configuration), should easily be able to achieve sub-5ms latency (32x3 buffer configuration) when running headless. As a point of reference, 10ms latency is generally considered the maximum threshold for usable realtime audio that doesn't feel spongy and unpleasant. It is not entirely clear why GPUs don't play well with realtime low-latency audio. It's probably not caused by interrupts, but may be caused by contention for system memory and various system buses. Or perhaps by graphics drives that cheat a bit in order to get better benchmark scores. If you are running a very powerful PC with a GPU that doesn't share system memory for its framebuffer, you may be able to run a desktop while using PiPedal; but if you are not getting the latency you think you should, try going back to headless operation. The difference is dramatic. A system that may struggle to achieve 15ms latency with a desktop running (256x3 buffer configuration), should easily be able to achieve sub-5ms latency (32x3 buffer configuration) when running headless. As a point of reference, 10ms latency is generally considered the maximum threshold for usable realtime audio that doesn't feel spongy and unpleasant.
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<div style="max-width: 30%; width: {{page.icon_width}}; background: #FFF; z-index: -1; margin-left: 18px; float: right"> <div style="max-width: 30%; width: {{page.icon_width}}; background: #FFF; z-index: -1; margin-left: 18px; float: right">
<img src="{{page.page_icon}}" style="width: 100%;background: #FFF; z-index: -1; <img src="{{page.page_icon}}" style="width: 100%;background: #FFF; z-index: -1;
float: right" /> float: right" />
<div>
<p style="font-size: 10px; text-align: right;color: #888">Generated by DALL-E 2</p>
</div>
</div> </div>