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 
having. 

Jasper

> On Dec 29, 2013, at 3:15 PM, Felix Bembrick <felix.bembr...@gmail.com> 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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