Many thanks again.

Am 23.12.16 um 18:18 schrieb Markus KARG:
I assume it is OK for you to use internal APIs?
Of course it is :-)
  Then you could go with:

com.sun.javafx.perf.PerformanceTracker.getSceneTracker(scene)

and let a timer fire one per second to request tracker.getAverageFPS().
I'll give that a try as soon as my family lets me.

Beware not to use any AnimationTimer handlers, as it will reduce FPS, even if 
the handler method is short.
Is the AnimationTimer handler more critical in this respect than any of the built-in animations?

-Markus

-----Original Message-----
From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On Behalf Of 
Michael Paus
Sent: Freitag, 23. Dezember 2016 17:04
To: openjfx-dev@openjdk.java.net
Subject: Re: AnimationTimer and actual frame rate

Thank you. That explains a lot of what I am observing but it also makes me 
wonder how you could effectively measure the actual frame rate because that's 
what you are normally interested in.
Michael

Am 23.12.16 um 09:15 schrieb Markus KARG:
AnimationTimer is fired once per "planned" frame (i. e. running at maximum possible FPS), 
not per "actually rendered" frame. JavaFX contains a lot of optimizations. For example, a 
boolean property animated over time to switch from false to true will only imply a single 
modification, hence only one frame is actually rendered.
-Markus

-----Original Message-----
From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On
Behalf Of Michael Paus
Sent: Donnerstag, 22. Dezember 2016 17:29
To: openjfx-dev@openjdk.java.net
Subject: AnimationTimer and actual frame rate

Hi all,

for quite a while now I am observing a strange behavior when running
some

JavaFX graphics tests. The scenario is very simple. I am running some
animation

which puts some load onto the graphics engine and I am trying to
measure the

frame rate via an instance of an AnimationTimer. When I increase the
load high

enough I reach a point where the indicated frame rate is just 60FPS or
even a bit

lower but the observed frame rate on screen has already dropped to
something

like 1-2 FPS. So what I observe is that the AnimationTimer is running
much faster

than the updates of the graphics. How can that be? Does anybody have
an explanation

under which circumstances this can happen? Or is this behavior a bug which I 
should report?

Just some puzzle for the boring Christmas holidays :-)

Merry Christmas to all of you

Michael

PS: My system is a MacBook Pro with NVidia graphic card.




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