David,
Is the code for your new FPS counter available?
Thanks,
Ron
--- "Yazel, David J." <[EMAIL PROTECTED]> wrote:
> Good point. First of all if you are counting frames
> in a behavior other
> than elapsedFrame(0) then you are not guarenteed it
> will run when the
> criterion is up. For example the elapsed time
> behavior is notoriously
> inaccurate. Our first FPS counter used elapsed
> frames (40) and examined the
> view frame number and measured the elapsed time
> using
> System.currentTimeMillis(). We just implmented a
> new, more accurate frame
> counter. Almost every scene update we make is done
> directly or indirectly
> from our SceneUpdater object. This processes a list
> of transactions which
> have been queued up by other threads. It is running
> using a wakeup elapsed
> frames (0). We created a clock object using a
> system level high resolution
> timer which is referenced throughout our system as
> the current time, and it
> is updated at the beginning of each frame. It also
> keeps a running total
> of the last 100 buckets of elapsed frame times.
> When we implemented this
> new FPS counter our frame times improved from around
> 70-80 to 90-110.
>
> Dave Yazel
>
> -----Original Message-----
> From: Nathan Bower [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, July 05, 2001 2:30 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Win2000 vs. WinNT
>
>
> Sofar everyone has assumed its the jre / hardware
> that is causing the
> bottleneck.
>
> How about if the fps couning code is defunct?
>
> N
>
>
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