If the project runs at 75% CPU on one computer and 25% CPU on another computer then it runs on both computers. So from the standpoint of writing/producing music there is no difference between those two computers.
That's what I'm getting at. With dawbench there's nothing being measured that has any relationship to productivity or workflow. It's a benchmarker's playground without a tie to reality.
The response to this fact is the "but one day" argument: if I lower my CPU usage then that's good because one day I'll need it. But we never get to that day.
I don't think 'we' is accurate. Creators hit hardware, (e.g CPU) limitations,
the day does come.
Some creatives are proactive in hardware stepping, after all, this is what we call the '
Enthusiast' range. It's comprehendible; to perform existing tasks with a lower ceiling. This has it's benefits, whether it's to spread core calculations to manage productivity, or reduce heat / noise the other main factor is robustness and compatibility (...
I hate my Threadripper! ). If your system shows no signs of labour, ever, then I agree there is no need to consider a new machine. But if a user is hitting 75% while another is hitting 25%, data can be taken from this, and one machine could be costing a lot less to cool / run on a daily basis. Pushing hardware at a high temp and operational level also takes it's toll and reduces life span on the components.
I agree that DAWbench needs to taken with a pinch of salt. It's not a project identical to our own use, and therefore it could be superfluous in comparison to 'real-world' production.
You do you, but that’s like buying a gallon container to hold a pint of water instead of just buying a pint container.
I think this is the same discussion, about buying a system with bigger spec than what is required at a current level is sensible for any form of media creation. I imagine most creators buy bigger spec that what is currently required, to future proof for creative requirements. In the GPU market, anyone that invested in an RTX card gain big benefits, and I don't mean things like real-time game ray-tracing in unreal.
Adobe and (broken link removed) have AI for RTX cards that significantly boost productivity in 3D. But, nobody bought these RTX cards for these exact tools. The hardware enables the production of software.
The day does come. We have threads about user hardware issues, whether it's to setup VEPro or to simply overclock a machine for better performance. But more appropriately also on posts from users unable to handle new libraries, or they state concerns or problems about CPU and Gigs of RAM eaten on Spitfire and Sine players. I wouldn't suggesting being an early adopter of hardware, but if you have the headroom then you are less likely to face these problems keeping your attention where it should be, on the audio.
The developer isn't always going to trim it down, if we want bigger and better it comes at a cost...(BBC Pro is like 600gb?), more samples, more code, more RAM, more CPU usage. We have the data to see where the demand is, our DAWs show it. To come back to both your comments, futureproofing beyond existing requirements is warranted, as it's informed by our own DAW benchmarks. When you buy, you want it to last for as long as possible.