I'd like to create my main stage, show some splash widgets, then begin the slower process of hauling the data and rest of the main UI into memory. Unfortunately when I do this most of the startup time has the stage being empty, instead of showing the splash. Introducing some artificial delays makes it reliably appear, but of course I don't want to slow down startup.
My guess is that the app initialisation work is starving the render thread, so the pixels for the splash don't hit the screen quickly enough. I tried using an AnimationTimer to wait for a few pulses, but it didn't work. Ditto for plain old runLater. If anyone has ideas, it'd be appreciated.