here are my 2c:

1) carefully design your scene. Don't use TransformGroups if you don't plan
to dynamically move the objects bellow. A static branch containing many
TransformGroups is a waste of resources which results in poor performance
and a high memory usage. Collapse whenever possible such static branchgroups
to Shape3D's or, if possible to single geometries.

2) use LOD's to replace distant complicated geometries with simpler ones.

3) lights can have a great penalty. Use directional lights instead of spot
or point lights whenever possible.

4) use textures to replace complicated geometries whenever possible.

Florin


-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Alessandro Borges
Sent: Mittwoch, 5. Mai 2004 15:26
To: [EMAIL PROTECTED]
Subject: [JAVA3D] the Need for Speed debate


Hi,

I hear a lot about peaple asking how to get more FPS
with Java3D applications. I guess this is a real issue
for old video card. This can be tought when our
clients are not ready to upgrading hardware.

I have some simple tips, but is does not fit all
cases. Actually in some cases this are not real
options:

* tip 1 - reduce Z-Buffer from 32bits to 16Bits
* tip 2 - reduce colorDepth from 32bits to 16Bits.
* tip 3 - reduce both ZBuffer & ColorDepth to 16Bits

When this tips are not applicable:
* when using large scenes - 16Bits ZBuffer are not
suited for it;
* Multitexture/Dot3/Sphere Map texturing - 16bit color
depth generate a kind of pixelization grid or aliased
texturing. In some aplications this visual issue are
not acceptable.


Alessandro

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