FPS: what's the expectation?

[quote]…the bad news is that while the IE JVM was running the applet, the plugin could not execute (or it was executing at like 1fps when I managed to get the web-page loaded). Maybe it’s a flaw in the plugin, or maybe Ie knows how to grab all the processor from other processes.
[/quote]
That’s a normal behaviour…both VMs are grabbing all they can if needed, but the Sun VM is more multitasking friendly. Try to run an applet in the MS VM under Windows NT4 and you’ll see IE drawing its buttons slower then GEOS did it on the C-64 ;D

Edit: If one really wants to, there is room for improvement on the MS VM. Because it’s Java1.1 in this case, the engine uses a MemoryImageSource and therefor newPixels() has to be called for parts of the screen that has been updated since the last frame. I’m doing this for the whole framebuffer at the moment but this is not really needed in this example. Anyway, it was just meant to be a simple demo and jPCT is a 3D engine. The 2D blitting methods are just an add-on.

BTW: Another version using 120 sprites can be found here:http://www.jpct.net/test2/

Hehe, my scrolly map is being rendered at about 200fps :slight_smile:

Cas :slight_smile:

[quote]Hehe, my scrolly map is being rendered at about 200fps :slight_smile:
Cas :slight_smile:
[/quote]
I guess you are talking about this hardware accelerated crap… ;D Who wants that? Who needs that? (really thinking about about how LWJGL will fit into jPCT)

And finally a version which doesn’t do blitting into the framebuffer but into a texture and then uses environment mapping on a sphere with the dynamic texture as an environment map…to bring your system to its knees… :stuck_out_tongue:

The URL is (you guessed it): http://www.jpct.net/test3

Egon - You need a new demo! That one is how old? heh heh…

Egon,

As far as hardware acceleration goes, in 1.4.1 isn’t that pretty much handled by the OS? Even as far as SWT goes ( read another thread and it stuck in my mind), it all translates down to the OS layer, so as long as it exists for each OS a product is addressing, who cares?

Course, in applets, which I don’t write, and in 1.3.1, which is the bane of my existence, hardware acceleration doesn’t exist. Suffer, we must, says Master Yoda.

Hi again,

I worked since last week on a new graphics engine using blitting technics (as explained in this thread).
I though you might be interrested to know the result:

Computer: Athlon 1.4Ghz
3 Sprites size ranging from 1818 to 5050.
Windows size: 350*350 (changing windows size doesn’t affect performance much).

My engine does support bitmask, normal blitting, alpha blended blitting (10 levels), rotation and scaling.
I can use alpha blend with rotation & scaling. But not yet scaling + rotation at the same time.
My scaling routine sucks right now (hence the poor results) but I’m working on it.
I know there’s still room for improvement.

[tr][td]nb of sprites[/td][td]normal[/td][td]alpha[/td][td]rotation[/td][td]scale[/td][/tr]
[tr][td]16 sprites[/td][td]99 fps[/td][td]95 fps[/td][td]83 fps[/td][td]66 fps[/td][/tr]
[tr][td]32 sprites[/td][td]91 fps[/td][td]91 fps[/td][td]74 fps[/td][td]62 fps[/td][/tr]
[tr][td]64 sprites[/td][td]80 fps[/td][td]74 fps[/td][td]52 fps[/td][td]39 fps[/td][/tr]
[tr][td]128 sprites[/td][td]65 fps[/td][td]55 fps[/td][td]37 fps[/td][td]22 fps[/td][/tr]
[tr][td]256 sprites[/td][td]44 fps[/td][td]40 fps[/td][td]21 fps[/td][td]- fps[/td][/tr]
[tr][td]512 sprites[/td][td]29 fps[/td][td]25 fps[/td][td]12 fps[/td][td]- fps[/td][/tr]

I think after the optimization of the scaling routine, I’ll get scaling fps around the alpha fps (I know how to do it but i’m lazy :slight_smile: ).

Feel free to share your comment…

Seb

Oops I forgot to say:

This was using 1.3.1 jvm (not yet tested under MS JVM).

Seb