k, so I can’t speak of when beta/release will be ultimately thats up to Bert
(and I cannot/will not speak for Bert)
but I can say at little about where we are at, as Ive had a couple of people ask…
at the moment we are very busy with preparing for Superbooth next week, then Bert/Celine will be travelling to Berlin, busy at show etc - so nothing is going to happen till after return from Berlin.
(this may also mean things are quiet here on the forum)
Beta/Public Release…
imho, really for the SSP, “Beta” is a tag to set expectations and how you use the release.
the SSP user base is not so large, that it warrants a limited roll out.
I don’t know if plan is to label it a beta or not.
Personally, I’d call it a beta if there were ‘known issues’ still be worked on or similar.
any how, really wont matter to users. I’d alway advise, keeping a backup of what you have when going to a new release of anything, so you can ‘rollback’ if you experience issues.
as for when, I think once superbooth is out of the way, then that’ll leave a bit of ‘headspace’ to determine whats left to done before release (or whatever kind)
of course, the fact it’ll be demo’d at SB, and Ive been using a dev version for many weeks now, shows we are ‘close’.
I should note, on this release, it will involve a new sdcard image…
not just copying across a new synthor binary. so you might want to have a separate sdcard for this, this’ll mean you can easily rollback.
before the pessimists jump down my throat - no Im not saying this is necessary, or its unstable, or you’ll need to rollback… this is just good practice!
it means 2 (related) things…
- graphics (generally can) consume less CPU
the basic idea is the SSP utilises the GPU , so pushes more ‘work’ to it to render the screen.
if we have less load on the CPU, then that potentially frees up more CPU for the DSP.
- more complex graphics
as the GPU is performing some of the graphics tasks, theres more power to do more complex graphics if the modules want to. they can do this using the OpenGL api
yes, OpenGL could be used in built-in modules, VSTs or indeed any other application running on the SSP. however, it should be noted, they would have to be coded to do so.
also, theres a few of points to note here…
a) nothing is a panacea 
openGL is suited to some things more than others… without going into to tech details, basically you have to ‘prepare work’ for the GPU on the CPU. and in some areas, that CPU load for prepping may be as high as doing the graphics work on the CPU! but in other areas, using OpenGL brings huge benefits.
b) its not magically on everything…
OpenGL requires specific coding. so Bert has updated all built-in modules to use OpenGL.
my VSTs however, are just rended onto a OpenGL context… so really are not using OpenGL.
I do not know at this time, if I want to convert them to openGL or not.
I suspect not, I’d prefer to spend time on supporting musical concepts than graphics.
Id use openGL only if/when I find a module that I think would be substantially better for it.
(also really goes back to (a) !)
c) dsp vs ui
like all music applications (on modern/multi core computers) , synthor does not run the UI on the same core as DSP - this is just normal ‘good dsp practice’. so freeing up time on the ‘ui core’ does not directly give more dsp space. however, Bert has done a lot of work in this area which does bring benefits to the cores processing dsp, and the UI does feel ‘smoother’.
overall, honestly, Ive not tried to quantify improvements…
frankly, it be tricky task… but my impression is its quite a bit better, sure the cpu meter shows things much lower
but amusingly, I noticed that the CPU load indicator really is very unreliable (always has been) … as its showing average load across multiple cores, which really isn’t very useful.
Ive talked to Bert about changing this to a better metric (% of available dsp time available)
but, of course, that’ll mean you cannot compare before/after … as it’ll be measuring something completely different !
of course, once its released, users will be able to see if they can patch more things than they could before… but this is of little interest to me… I patch things from scratch, so really don’t have old patches to compare to … or try to expand more… I just look at what works today, the past is irrelevant 
sorry, I know , even with me trying not to be technical…that probably went a bit too techie…
but honestly, its more complex than ‘will it give me better graphics?’ 