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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