A quick test to check if you have hardware
acceleration under Linux is running, at comand line,
glxinfo and glxgears.
glxgears, with HW and without vsynch, goes
unbeveliables +1000FPS
Another way, using Java3D, is checking the renderer.
See PackageInfo/QueryProperties.java demo.
I'am using Java
Moin
> How I can do this?
turn it off in Linux:
export LIBGL_THROTTLE_REFRESH=0
You probably don't have DRI & DRM enabled or Mesa is not working with them.
To test mesa:
If glxinfo does not output a line like:
"OpenGL renderer string: Mesa DRI Radeon 20030328 AGP 4x x86/MMX+/3DNow!+/SSE
TCL"
Maxim Tugai wrote:
Turn Vsync back on on Windows and see how the number change.
How I can do this?
It will be in your monitor graphics settings. So click on the desktop,
get your graphics settings dialog, go to the advanced setup and dig
through there. The exact switch tends to vary by video card
>Turn Vsync back on on Windows and see how the number change.
How I can do this?
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"Failure is never quite so frightening as regret." - Cliff's wife (The Dish)
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Maxim Tugai
Sent: Friday, February 13, 2004 1:51 PM
To: [EMAIL PROTECTED]
S
What do you get when you execute glxinfo - is direct rendering enabled?
If not, check the module agpgart and the XFree86-configuration if the
radeon driver is used.
Le Fri, 13 Feb 2004 12:51:08 -0700, Maxim Tugai <[EMAIL PROTECTED]> a
écrit:
Hello all!
I have troubles with Linux Java3D. I'm creati
Maxim Tugai wrote:
I have troubles with Linux Java3D. I'm creating a program using Java3D, on
Windows 200 it has 400-450 FPS performance (I measure it with slightly
modified Canvas3D with rewrited postSwap()). But under Linux this program
shows only 20-30 FPS :(). Why?
Since monitors cannot refres
Hello all!
I have troubles with Linux Java3D. I'm creating a program using Java3D, on
Windows 200 it has 400-450 FPS performance (I measure it with slightly
modified Canvas3D with rewrited postSwap()). But under Linux this program
shows only 20-30 FPS :(). Why?
My configuration: Mandrake Linux 9.0,
: Sonntag, 30. März
2003 04:58An: [EMAIL PROTECTED]Betreff:
[JAVA3D] Java3d performance charactersitics
Hi
all,
I've been
benchmarking java3d to see if its suitable for a project on your average pc,
and I'm trying to understand the results.
4 Scenarios un
Hi David,
Every behavior with wakeupCriterionOnElapsedFrames(0) , as a FPS
counters and some interpolators, uses a kind of loop wich takes that
100% CPU. This is low priority thread, so others tasks are not affected.
This kind of behaviors seens also to force a high number of FPS, even
when is n
Title: Message
Hi
all,
I've been
benchmarking java3d to see if its suitable for a project on your average pc, and
I'm trying to understand the results.
4 Scenarios under
1.3.1beta OGL:
1 - Create 8
texture mapped spheres of step 128 and give jvm 100% cpu - result is
72fps.
2 - Create
Bug: 4645320 for the bug report). I was told this
would be fixed in the beta2 release.
Sean
> -Original Message-
> From: Daniel Selman [mailto:[EMAIL PROTECTED]]
> Sent: Sunday, March 10, 2002 4:50 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Java3d performanc
er" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 10, 2002 5:31 PM
Subject: Re: [JAVA3D] Java3d performance
> > Here's a screenshot to show off what I've been able to do in a short
> amount
> > of time. These shots are a little dated
e same window--overlays like yours are *much* more
professional.
Scott
OneBigVillage.com
- Original Message -
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 10, 2002 1:50 AM
Subject: [JAVA3D] Java3d performance
> Hey everyone!
> Here's a screenshot to show off what I've been able to do in a short
amount
> of time. These shots are a little dated already, but they show signs of
> something coming together.
> http://vp2.onebigvillage.com/screens/tofutti.jpg
> http://vp2.onebigvillage.com/screens/biggroup1.jpg
Did anyone
canvas in the same window--overlays like yours are *much* more
professional.
Scott
OneBigVillage.com
- Original Message -
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 10, 2002 1:50 AM
Subject: [JAVA3D] Java3d performance
> Hey ev
David,
The game looks great. Will you be able to prepare an MPEG for us sometime?
You've been a great ambassador for the technology - let's keep cross-posting
to javagaming.org etc. and spread the word. This is going to be a good year
for gaming with Java! :-)
Sincerely,
Daniel Selman
-Ori
Hey everyone!
We have been busily preparing for the game developer conference (only a week
away now) and a lot of our work has been coming together at a furious rate.
I know there has been some question about Java3d performance compared to
other options. I was running some tests with our latest
--Original Message-
> From: Charmaine Lee [mailto:[EMAIL PROTECTED]]
> Sent: Friday, March 23, 2001 4:20 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Java3d performance analysis (possible bug found)
>
>
> Dave,
>
> Thanks for the analysis. The reason why the multi-textu
]
Subject: Re: [JAVA3D] Java3d performance analysis (possible bug found)
Dave,
Thanks for the analysis. The reason why the multi-texturing performance
is much better when you put everything into one geometry array is
because currently we are using vertex array for multi-textured geometry
array.
So we are
2615.200
> Date: Fri, 23 Mar 2001 00:16:01 -0500
> From: David <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Java3d performance analysis (possible bug found)
> To: [EMAIL PROTECTED]
>
> I have a friend who is working on a project using OpenGL. He ran an
> experiment
> on th
David wrote:
>
> Tests performed on a Geforce II GTS in Java3d.
> All with 1 shape, 216 boxes with 6 sides in 1296 geometry arrays.
>
> quads, 2 tex units : 39 fps
> quads, 1 tex unit : 219 fps
>
> triangles, 2 texture units : 39 fps
> triangles, 1 texture unit : 284 fps
>
> tristrips, 2 texture u
I have a friend who is working on a project using OpenGL. He ran an
experiment
on the same card I am using.
He drew 40 houses. 40 * 1600 polygons came out to 64,000
polygons and I got around 110 FPS. That came out to right around 7 million
textured polygons per second.
I was amazed by that pe
You could run Runtime.getTotalMemory()
.
Kyle Wayne KellyComputer Science StudentUniversity of New
Orleanshttp://www.cs.uno.edu/~kkelly
- Original Message -
From:
Sackmunky
To: [EMAIL PROTECTED]
Sent: Monday, February 19, 2001 7:36
AM
Subject: [JAVA3D] Java3D
I have seen (and downloaded) applications that tell
you the instantions of objects and how much memory they they take up for java
1.3. Is there any tools out there that analyizes the number of instances and the
amount of memory(etc.) in Java 3D?
Thanks
Zak
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Java3D performance vs. Java2 code
For any specific 3D applet, are there predictable performance
differences between the traditional Java2 version of the applet versus
the Java3D-coded version of the same applet?=A0 I presume that the
detailed answer has to be apple
For any specific 3D applet, are there predictable
performance differences between the traditional Java2 version of the applet
versus the Java3D-coded version of the same applet? I presume that the
detailed answer has to be applet-specific, but can any generalities be
made??
2000 3:32 PM
Subject: Re: [JAVA3D] Java3D Performance Help
>The only problem with following your suggestions is that every time I try
>and "upgrade" to these beta versions, my IDE stops working, or the app
>refuses to run, or the app runs and comes up with garbage in the 3D scene
TED]
Subject: Re: [JAVA3D] Java3D Performance Help
Move to jdk1.3: you will double the java speed,
move to java3d 1.2 beta and you will double (around0 the j3d speed+> this
gives you a factor 4 without any pain
You should NOT swap with such a config and so small an app: you have a
problem there:
>My first impression after updating to J3D beta1 (with jdk1.2.2) was that
all
>animations became very jerky (not really slow, more like stopping and
>starting again). Is there an improvement when updating from
>J3DBeta1/jdk1.2.2 to J3DBeta1/jdk1.3rc ?
>Marco.
Very much: give it a try, it is very e
- Original Message -
From: Olivier fillon <[EMAIL PROTECTED]>
> Move to jdk1.3: you will double the java speed,
> move to java3d 1.2 beta and you will double (around0 the j3d speed+> this
> gives you a factor 4 without any pain
My first impression after updating to J3D beta1 (with jdk1.2.2
3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Vincent Erickson
Sent: Monday, March 13, 2000 5:59 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Java3D Performance Help
I've got the same graphics card he does, and I don't seem to be getting any
acceleration either. I've got the lat
Venkata Mahadevan wrote:
> Hi guys. Is there any way to speed up Java3D's
> rendering performance? I know using hardware
> acceleration is one way. My config is as follows:
>
> P-II 450Mhz
> 256MB Ram
> Ati Rage Pro 3D AGP 2X
> JDK 1.2.2
> Java3d 1.1.3 for OpenGL
> Windows NT 4 Service Pack 3
>
>
Move to jdk1.3: you will double the java speed,
move to java3d 1.2 beta and you will double (around0 the j3d speed+> this
gives you a factor 4 without any pain
You should NOT swap with such a config and so small an app: you have a
problem there: check that you use something like -ms60m -mx250m in
EMAIL PROTECTED]
Subject: [JAVA3D] Java3D Performance Help
Hi guys. Is there any way to speed up Java3D's
rendering performance? I know using hardware
acceleration is one way. My config is as follows:
P-II 450Mhz
256MB Ram
Ati Rage Pro 3D AGP 2X
JDK 1.2.2
Java3d 1.1.3 for OpenGL
Windows NT 4
Hi guys. Is there any way to speed up Java3D's
rendering performance? I know using hardware
acceleration is one way. My config is as follows:
P-II 450Mhz
256MB Ram
Ati Rage Pro 3D AGP 2X
JDK 1.2.2
Java3d 1.1.3 for OpenGL
Windows NT 4 Service Pack 3
How can I tell if the 3d card is being used or
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