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Satanic_Jesus

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  1. I'm gonna hit both these in one go. Audio processing doesn't use much in the way of CPU usage until it does. It all comes down to sampling rate and buffer size. Higher sampling rates and lower buffers will give you less latency (Which is pretty much only going to be relevant if you're recording guitars, vocals etc.). The problem is running into a scenario where you're CPU can't process the buffer quick enough, and you'll get audio dropouts in the DAW. At 48Khz sampling rate with a 512 buffer size you shouldn't have too many issues with a modern CPU unless you're trying to play back a tonne of instrument tracks with a tonne of effects on each, at that point you probably need to look into working more efficiently, printing stems and what not. I work at 96Khz and haven't noticed too many issues since I've adjusted my workflow to Cubase (Definitely taking advantage of offline processing with my own 4770k), but I've definitely been able to chew through an i7-9700k quicker than you might think in Ableton 11
  2. If that works for you that's awesome, but let me ask. What happens if you go to work for somewhere that doesn't use Visual Studio? I won't disagree with that first part, I'm sure there's lots of devs that a rather happy with Windows. But, when you're talking about being a developer as a profession, there are probably quite a number of devs that are forced to use Windows. Or Mac. Or Linux. At the end of the day, when you start a job at a new company, you're probably going to have to accept that they already have an established workflow, and the expectation will be that you can adapt to that, not the other way around. If you're referring to the Linux Subsystem for Windows, they've changed how/where that gets installed from a few times now. There was still some stuff that felt a little jank, but I guess it's a lot smoother compared to previous solutions like Cygwin. Still, I suspect some of Microsoft's decisions in recent years (Linux Subsystem, the Github Aquisition and .NET Core on Linux) seem like plays to win back some of the market that they lost among developers.
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