[EMAIL PROTECTED] wrote:
Ok i will get straight to the point, the program I'm writing is an 8-bit 
console emulator

The performance wouldn't be noticeable at all if I sync the speed to refresh 
rate on modern pc (any PC that is made in the past 8 years should be able to 
run it) but for comparison sake, an equivalent C++ based emu can break the 
1000fps barrier with athlon xp 2200+ whereas with j6u5 mine barely hit 500 fps, 
but honestly I don't expect much since it's not really java strong point, all I 
wanted is to be able to run my emu on really old PC (P3 400 - 500) at 
reasonable performance.

I was able to achieve this with j6u5 without any frameskipping, but with j6u10 even my P3 800 is having hard time maintaining a constant 60fps. I would probably have to resort to JOGL or LWJGL however I wish I could keep my app pure as in pure JAVA with standard libraries.

  I see. Well, unfortunately at this point I don't see a solution.
  Hopefully not many people will run your emulator on a P3 800 =)
  I'm actually surprised that the d3d pipeline is even enabled
  on such old system. What kind of video board do you have?

and something weird, I found out that my drawing routine suffers a 10% performance 
penalty by enabling this -Dsun.java2d.d3d=false on j6u10b22 (250+ -> 220+).

  Do you get similar drop in 6u5 with -Dsun.java2d.noddraw=true?
  If so, it's not surprising: in 6u10 d3d=false is similar to
  noddraw=true in 6u5 - you get fully unaccelerated pipeline.

  Thanks,
    Dmitri

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