Patch attached to https://javafx-jira.kenai.com/browse/RT-29801. I'm not seeing 
any stutter on my Mac, interested to hear the experience on Windows.

Richard

On May 31, 2013, at 8:44 AM, Richard Bair <richard.b...@oracle.com> wrote:

> Ya I did the same, am now adjusting it so the factor by which things move is 
> better.
> 
> Richard
> 
> On May 31, 2013, at 8:32 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> 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> 
>>>> 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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