My experience was it is not the number of Nodes. It's the number of Nodes that 
are changed/dirty in a single frame. So having a scene with 500 nodes may take 
a couple of seconds to render first time but then you can animate a couple of 
those nodes at 60fps if you done make too big a area dirty. 

Performance issues are one of two things too much SceneGraph work or too much 
Graphics card work. You can use pulse logger to determine which issue you are 


> On Dec 29, 2013, at 3:15 PM, Felix Bembrick <> wrote:
> I just watched the excellent presentation by Gerrit Grunwald "Use the force
> Luke" on Parleys and in it he mentions that one of the key ways to improve
> performance is to limit the number of nodes in the scenegraph.  He also
> mentions that on such devices as the Raspberry Pi the maximum number of
> nodes viable before performance degrades significantly is very, very
> limited.  Further, he then goes on to demonstrate that the equivalent
> visual appearance can be achieved by other means such as CSS, Canvas etc.
> where the number of nodes is much less.
> The implication here is that there is a performance-limiting effect of
> Nodes.  If the device's GPU is capable of rendering certain graphics
> primitives, effects, transitions etc. and JavaFX is capable of "making them
> happen" by one way or another, I am curious as to why the simple presence
> of Nodes limits performance so significantly.
> The obvious conclusion is that Nodes use memory and perhaps the associated
> overhead is the cause but given that we are largely talking about GPU based
> processing I find it hard to believe that it's as simple as this.
> So what is it about the nature of Nodes that causes them to have such a
> limiting effect on performance?
> Cheers,
> Felix

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