Graphics3D.releaseTarget() performances

Hi,

I finished to wrote a game using m3g technology.
On the emulator, everything works fine with a very good FPS (40)
Although I know it’s on a emulator, i was expecting pretty good performances on a real handset.
But I was surprise to have a FPS of 1 or 2 … :frowning: (on SE s700)

So I monitored my game and discovered it spends 70% in the Graphics3D.releaseTarget() method.

My game have textured 3d object (overall it has 1500 polygons)

I’d like to know:

  • if 1500 polygons is too much for such devise
  • tips/trick to optimize Graphics3D.releaseTarget()
  • should i use small texture size (I have 1 texture which is 128256) and about 20 textures of 6464

Thanks for your ideas,
Franck

Sony Ericsson’s implementation of JSR184 is not particularly fast.

Couple that with the S700 - the slowest of all Sony’s JSR184 handsets - its unsurprising the performance is dire.

Have a look at Jbenchmark3D if you want a comprehensive, and fairly accurate performance guage.

warning - The high detail performance comparisons should be disregarded as its down to the implementation as to which rendering hints are honoured.
Phones such as the Sharp902SH get disproportionately large scores because they simply ignore all high-quality rendering hints.

thanks for the infos

Incidentally, a realistic onscreen poly count for the high end JSR184 handsets (6630, 902SH, 6230i, and possibly K300i) is 500-800.

The low end arn’t even worth looking at. (Siemens, large screen Sony Ericssons, etc)