Kevin Glass wrote:
> Kevin Glass wrote:
>
>> Mark Hood wrote:
>>
>>>> Date: Sat, 13 Jul 2002 17:43:27 +0100
>>>> From: Kevin Glass <[EMAIL PROTECTED]>
>>>>
>>>> Are there any major changes/configurtions that I've missed in the
>>>> release version of Java 3D 1.3. My application that had a frame
>>>> rate of
>>>> around 90-100 on the beta has dropped down to 40-55.
>>>>
>>>>
>>>
>>> Some users have reported performance regressions from 1.2.1 due to 1.3
>>> requiring more resources from the graphics hardware and causing the
>>> driver to
>>> drop into software emulation mode, but we're not aware of any changes
>>> in the
>>> 1.3 FCS from beta 1 or beta 2 that would account for such a drastic
>>> performance
>>> degradation.
>>>
>>> Which beta has the best performance in your app? Does dropping your
>>> window
>>> size or screen resolution help? Are there any features in your app
>>> that
>>> improve performance if they're not used?
>>>
>>> In the meantime, please send us some more information on your
>>> situation such
>>> as the OS, OGL vs D3D, graphics card/driver, and if know of anything
>>> unusual
>>> that your app may be doing. If you could send us a test case that
>>> reproduces
>>> the problem that would be the best way for us to investigate.
>>>
>>> -- Mark Hood
>>>
>>> ===========================================================================
>>>
>>>
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>>>
>> Mark,
>>
>> I'm afraid I'm pretty new to Java 3D so I've only tried beta 2. My App
>> consists a small world with a couple of player models, a terrain model
>> made out of quads, a background sphere and some quads in platform
>> geometry for a HUD effect. It performs picking as the central character
>> moves, but I see the slow frame rates at "idle" time.
>>
>> I've removed all aspects of the world one at a time, models, terrain,
>> background... and see a 3-4 frames gained for each one, which is
>> actually what I'd expect from developing the thing. However, I've got to
>> the point of removing everything other than one aspect (be it terrain,
>> models or background) and still see the performance degredation.
>>
>> Change screen resolution does help, if I scale my window from 800x600 to
>> 300x200 I get higher frame rates as you'd expect.
>>
>> I was running:
>> Win ME, OpenGL, GeForce 2 MX, detonators.
>>
>> However, I've just upgraded and had to salvage some hardward, so won't
>> be able to reproduce this configuration for a few days. I'll hopefully
>> be testing on the new machine soon, so I'll have a comaprison. Are there
>> any registry settings for Java 3D that could have got screwed up? on my
>> old machine?
>>
>> I don't think it could have been forced into software mode, as my scene
>> is complex enough that without hard acceleration the fps is more like
>> 10.
>>
>> Thanks for the prompt response, much appreciated.
>>
>> Kev
>>
> Further to this, I've just got the app up and running on XP and have the
> same effect, althought these two machine have used the same graphics
> card.
>
> I'm assuming therefore this must be some coding idocy that I've
> introduced along my development.
>
> Kev
>
I apologise for spamming the list intially.
I've done some digging in my code and was hoping by removing each
element of my scene I could find out what was causing the dramatic speed
drop. These were my results:
Base Level (nothing in scene apart of FPS counter) -
210-220 fps
Models Added (1 MD2 Model) -
210-215 (5ish fps lost)
Background Sphere Added (Sky Texture) -
100-105 fps (100ish fps lost)
Terrain Added
- 90-100 fps (100ish fps lost)
Layers Added (things I stick ontop of the terrain) -
80-90 fps (10ish fps lost, relating to having terrain)
The two things that effect the fps most (terrain and background) are
also the things that have to draw the most pixels to the screen. I
tested the theor by supporting rotating of the view. With just the
terrain present I rotated the view round until it was just a thin line
accross the screen, e.g. drawing very few pixes. My frame rate was back
up to nearly 220 fps.
So, my question is, are there different modes of writing to the screen
(I remember something about Native IO buffers?), and could I have
accidently been using one before, which was some how reset on
installation of Java 3D release version?
Any help would be much appreciated,
Kevin
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