Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (495)
Games in Android Showcase (114)
games submitted by our members
Games in WIP (563)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Game Development / Performance Tuning / Good RTree implementation? on: 2007-02-19 17:03:40
(sorry if this is the wrong place to ask this)

I'm looking for a stable, well-tested (and free!) R-Tree implementation.  I need to index a lot of line segments to find overlaps, my understanding is that even for one-dimensional range data R-Trees still have performance advantages - or is there a better way to do it?

Thanks for any info; I'd rather not have to do this myself.
2  Java Game APIs & Engines / Java 2D / Re: current state of 2D acceleration on: 2007-02-19 13:35:11
By the way drawing directly to screen destroys the opengl-backend's capability of Single-threaded-rendering.
So for comparison better draw to a VolatileImage and draw this one after the test has been finished.

Thanks for the tip - that made the opengl results another 15% faster.

This is a bit OT, but what's the correct way to use VolatileImage buffers?  Does it make sense to always allocate one just for the render and throw it away after copying to the screen?  Or is it expensive to allocate them?

Or should I render to the VI, copy to a regular image buffer before releasing it, and use that for double buffering? (so that a repaint never causes and unexpected, and expensive, render because the VI has been invalidated).

Thanks for the help.
3  Java Game APIs & Engines / Java 2D / Re: current state of 2D acceleration on: 2007-02-19 12:57:25
Giving it the ANTIALIAS_OFF rendering hint didn't seem to make  a difference.

You are right, it does seem that d3d should be on for win2k (I even glanced at the source for 1.6, seems to be on) - don't know why it's getting turned off.
4  Java Game APIs & Engines / Java 2D / Re: current state of 2D acceleration on: 2007-02-19 06:50:05
Ok, I've run some benchmarks, lets see if they make sense.

Very simple test - fill a 1024 x 768 panel with line segments 3 pixels tall (so, 262,144 segments total).

All tests were on win2k with the latest java 1.6; I ran everything a few times and picked representative numbers.

I first ran this on my (fairly uncommon) Matrox Parhelia 650:

Default (trace: DXDrawLine)
time: 2344, segs/s: 111836

-Dsun.java2d.d3d=true (trace: D3DDrawLine)
time: 4625, segs/s: 56679

-Dsun.java2d.noddraw=true (trace: sun.java2d.loops.DrawLine::DrawLine(OpaqueColor, SrcNoEa, AnyInt))
time: 375, segs/s: 699050

-Dsun.java2d.opengl=true just ran in software.

So turning on D3D halves the speed from the original DX, and software is 12 times faster than D3D?  Of course this card isn't supposed to do much 3D acceleration.

I am also not very familiar with the windows 3D APIs: what exactly is the difference between D3D and DX? I thought they were part of the same thing?
While playing around with the start-up options from my IDE, I also managed to run it in a mode that traced as "sun.awt.windows.Win32BlitLoops::Blit("Integer RGB DirectDraw", SrcNoEa, "Integer RGB DirectDraw")" - so DD, DX, and D3D are all different? (this ran a tiny bit slower than the DX).


I then figured I should run this on something that's a) more common, b) has decent 3D performance, and c) is far from the top of the line : GeForce2MX 200.

Default (trace: DXDrawLine)
time: 4438, segs/s: 59068

-Dsun.java2d.d3d=true (trace: D3DDrawLine)
time: 734, segs/s: 357144

-Dsun.java2d.noddraw=true (trace: sun.java2d.loops.DrawLine::DrawLine(OpaqueColor, SrcNoEa, AnyInt))
time: 250, segs/s: 1048576

-Dsun.java2d.opengl=true (trace: OGLDrawLine )
time: 141, segs/s: 1859177

So here at least D3D is 6 times faster than DX, but software is still 3 times faster, and OpenGL blows everything else away.

Is this a fair test for what I'm trying to do?
5  Java Game APIs & Engines / Java 2D / current state of 2D acceleration on: 2007-02-17 02:48:00
Sorry if this is overly vague (and probably gets asked a lot), but I've been reading around this for the last couple of hours, and am thoroughly confused.

Basically, my question is: what's the relative performance of the D3D and OpenGL pipelines?  I've been reading Chris and Chet's  blogs, and it seem that vast improvements have been made to the OpenGL pipeline in the last couple of years, but is that just catching up to what D3D has already been doing?  It's hard to get a head-to-head comparison.

What I'm doing is extremely simple in its graphical requirements: it's a data visualization application that just needs to draw a bunch of tiny (a couple of pixels) colored segments; the problem is that it needs to draw hundreds of thousands of them in real time.

I also understand that there are serious stability issues with OpenGL drivers - has it at least gotten to the point where it's worth giving it a shot?

Any advice is appreciated.
Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Dwinin (26 views)
2014-09-12 09:08:26

Norakomi (57 views)
2014-09-10 13:57:51

TehJavaDev (71 views)
2014-09-10 06:39:09

Tekkerue (37 views)
2014-09-09 02:24:56

mitcheeb (57 views)
2014-09-08 06:06:29

BurntPizza (41 views)
2014-09-07 01:13:42

Longarmx (27 views)
2014-09-07 01:12:14

Longarmx (34 views)
2014-09-07 01:11:22

Longarmx (34 views)
2014-09-07 01:10:19

mitcheeb (40 views)
2014-09-04 23:08:59
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!