[Loading A 'small movie' in .PNG frames (Memory DEBO)] *closed*... (._.)

LWJGL doesn’t use more memory than Java2D. Since it stores the textures in VRAM it shouldn’t use ANY memory for the textures.

EDIT: Let me guess: You forgot to change the VM max memory parameters in your LWJGL program?

No lolz.

Current VM Args:


-Xmx4096m 
-Dsun.java2d.noddraw=true 
-Dorg.lwjgl.util.NoChecks=true

By rendering 1 quad @ (640x480) with a Sprite on it dropped my FPS from 600 to 300?
lolz LWJGL >…<

Probably because of SlickUtil… Not a very good texture loader.

Amen to that, SlickUtil even stalls my application for a minute, takes a few seconds to load a 41kb Font T_T.

Holy shit? You mean filling and interpolating texture attributes over 307 200 pixels, sampling 307 200 bilinear texture samples and writing out over a 1MB of data to the screen took, uh, 1.6667 milliseconds? Shit.

What GPU do you have anyway? And what kind of FPS did you get with Java2D that was so much more amazing than rendering 92 160 000 pixels per second?

Intel® Celeron® CPU 900 @ 2.20GHz, 2194 Mhz, 1 Core, 1 Logical…
Installed RAM: 2.00GB

My computer’s horrible lol, mainly why I’ve been sticking with Java2D.

I see you’re being sarcastic in your 2 questions above, so I don’t know how to respond lol.

Only the first part was, and that wasn’t a question… :frowning:

I asked about your GPU, not your CPU. Secondly, what performance did you get with Java2D?

My bad, I was going to edit my previous post and put ‘All those statistics I know nothing about, only RAM’.
I don’t know how to find my ‘GPU’ information mate.

EDIT:
Adapter Type: Mobile Intel® Series Express Chipset Family.
DAC Type: Internal.
Adapter String: Mobile Intel® 4500M (V8.15.10.1086)
Bios Info: Intel Video BIOS.

Total Available Graphics Memory: 797MB
Dedicated Video Memory: 64MB
Shared System Memory: 733MB

Hope those are the statistics you’re looking for. ;D
With Java2D I was @ 100FPS steady.

Ah, I see. Your GPU has 64MBs of internal VRAM, so most of it will end up in the “shared” RAM anyway, which is just your PCs normal RAM. You’d still get those extra 64 MBs to use for textures, and you might be able to store the data more efficiently assuming your GPU doesn’t pad RGB colors to RGBA…

http://img835.imageshack.us/img835/227/pnganimations.png

Stats:
123 noise PNGs at 800x600 loaded to textures.
Java process uses 71MBs, most is JVM overhead.
Starts and runs fine with a max heap size of 10MBs.
VRAM usage at 379MBs, Windows 7 overhead is 125MBs so 254MBs of textures.
Almost 7000 FPS.

Damn lol, look at you >:(
Skype, DropBox, Eclipse, Java App (6,000+FPS), Google Chrome, Steam.

My computer would of putted out a long time ago.
I’m not one for tuning my laptop D: waiting until I get a Desktop.

EDIT:
Just downloaded TechPowerUp GPU-Z thanks :D, was going to post ‘See, I can’t even access statistics like that xD’.
Lolz, GPU-Z RenderTest left me with 100% GPU load, and what seemed to be a 2 - 5 FPS count?

The point was the memory usage… ._.

Thread closed, apparently no one has tried this in Java2D and than tried it in LWJGL :confused:

I just reimplemented it in a very hacky way in Java2D since I barely remember how it works. It runs fine even with -Xmx180m, but the task manager reports that it uses 450MBs.