I pushed the fix to graphics. Thanks Scott for tracking that down! It looks 10x 
better.

Richard

On May 31, 2013, at 9:25 AM, Richard Bair <richard.b...@oracle.com> wrote:

> 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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