The link didn't work for me, is there another link? (It came up with a page of 
videos, the top one being video.3gp)

Richard

On May 31, 2013, at 8:46 AM, Daniel Zwolenski <zon...@gmail.com> wrote:

> Just on the topic of what should we expect performance/animation/graphic 
> wise, are there technical limitations why jfx can't achieve this exact level 
> of quality in animations: 
> http://m.youtube.com/#/watch?v=-fNg-qZcIdY&feature=youtube_gdata_player&desktop_uri=%2Fwatch%3Fv%3D-fNg-qZcIdY%26feature%3Dyoutube_gdata_player
> 
> This is more or less the style of animation that I'd want to use jfx for. 
> 
> So if I wrote the code for this and then ran it side by side with the video 
> how far off should the two be?
> 
> I get that this is a pre-rendered video so it has some advantages but the 
> video does not use rapid redraws or complicated particle effects, shadows, 
> reflections, etc, like in a FPS game. How close should we expect jfx to get 
> to this and which bits are not achievable and why?
> 
> 
> 
> On 01/06/2013, at 1:32 AM, Scott Palmer <swpal...@gmail.com> wrote:
> 
>> Richard, I suspect you made a typo.  I think you mean "*40*ms is a really
>> odd number..." (it was 25 FPS, not 25ms)
>> 
>> I quickly hacked it to use AnimationTimer and the animation is very smooth
>> now.  Though I didn't make the required changes to adjust the speeds based
>> on the refresh rate.  The quick conversion to AnimationTimer is trivial..
>> but going through and adjusting all the translations and increments to be
>> relative to the time between consecutive frames is something I don't have
>> time for.
>> 
>> Cheers,
>> 
>> Scott
>> 
>> 
>> Scott
>> 
>> 
>> On Fri, May 31, 2013 at 11:21 AM, Kevin Rushforth <
>> kevin.rushfo...@oracle.com> wrote:
>> 
>>> **
>>> Btw, there is a JIRA issue filed against BrickBreaker specifically:
>>> https://javafx-jira.kenai.com/browse/RT-29801
>>> 
>>> 
>>> Richard Bair wrote:
>>> 
>>> Have you tried to determine what the FPS is? My guess is that FPS is not 
>>> anywhere near the limit and it is the occasional stutter that is the 
>>> problem, but I'm not certain. Knowing that helps to point in which 
>>> direction to go. The fact that it runs pretty well on a PI is indication 
>>> that it isn't the framerate.
>>> 
>>> Richard
>>> 
>>> On May 31, 2013, at 4:26 AM, Scott Palmer <swpal...@gmail.com> 
>>> <swpal...@gmail.com> wrote:
>>> 
>>> 
>>> 
>>> Speaking of poor animation in Ensemble...
>>> 
>>> Is anyone able to run Brick Breaker without choppy animation or poor 
>>> framerate performance on the ball?
>>> 
>>> Now, I suspect the issue there is in the balls animation implementation in 
>>> the application rather than the JavaFX framework, as the bat moves smoothly 
>>> when I move the mouse, but the overall perception of JavaFX performance for 
>>> this demo app is not good. I would go so far as to say that Brick Breaker 
>>> has had the opposite effect it was intended too - simply because the 
>>> animation of the ball is not smooth.  That's something that would run 
>>> smoothly on a Commodore 64,yet the last time I tried it (5 minutes ago) 
>>> with JavaFX 8.0-b91 on a quad-core 3GHz Windows 7 box with a decent NVIDIA 
>>> card, it didn't run as smoothly as I would expect.  Just a single ball with 
>>> a shadow bouncing around the screen seemed to have a low framerate and the 
>>> occasional skipped frame.  It just didn't look that great.
>>> 
>>> The fact that Brick Breaker ships as a sample app from Oracle and it's 
>>> animation looks bad is harming JavaFX's reputation in my opinion.  I think  
>>> it could run much better on the existing JavaFX runtime.  The simple 
>>> animations in the Ensemble app run much smoother for example.
>>> 
>>> 
>>> 
>>> Scott
>>> 
>>> 
>>> On Thu, May 30, 2013 at 11:11 AM, Richard Bair <richard.b...@oracle.com> 
>>> <richard.b...@oracle.com> wrote:
>>> 
>>> 
>>> 
>>> Then you mention Halo 5.  I have to say the subtext here troubles me
>>> greatly.  If I read you correctly then you are saying that JavaFX is not
>>> really suitable for games (at least anything beyond the demands of something
>>> like Solitaire).  As someone else pointed out, what is point of developing
>>> 3D support in JavaFX if it is not really suitable for games?  To say it is
>>> not suitable for games implies that it is not really suitable for *any*
>>> application that requires performant animations and visualisations.  What
>>> use then is the 3D API?
>>> 
>>> 
>>> That's not fair at all. There are a *lot* of enterprise use cases for 3D, 
>>> and we get these requests all the time. Whether we're taking about 3D 
>>> visualizations for medical or engineering applications or consumer 
>>> applications (product display, etc), there is a requirement for 3D that are 
>>> broader than real time first person shooters.
>>> 
>>> Game engines often have very specialized scene graphs (sometimes several of 
>>> them) as well as very specialized tricks for getting the most out of their 
>>> graphics cards. When we expose API that allows people to hammer the card 
>>> directly, then it would be possible for somebody to build some of the UI in 
>>> FX and let their game engine be hand written (in Unity or JOGL or whatever).
>>> 
>>> 
>>> 
>>> 
>>> However, I am not sure that having me preparing "reproducible" test cases
>>> will actually help.  In my experience, the Ensemble app already serves this
>>> purpose.  The choppiness I describe is *always* prevalent when I run the
>>> animations and transitions in Ensemble (including Ensemble 8).  The only
>>> variation is in the degree of that choppiness.
>>> 
>>> 
>>> Then start with that, something absolutely dead simple like a path 
>>> animation or rotate transition and lets figure out how to measure the 
>>> jitter and get it into our benchmark suite.
>>> 
>>> Richard
>>> 
>>> 
>>> 
>>> 

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