Drawing performance in Java 6 updates 19,20 versus Java 6 update 3?
I'm getting twice the frame rate with the earlier Java 6 u 3, than with the new ones. Very weird. Can anyone give some explanation?
On Core 2 Duo 1.83ghz, integrated video (only one core is used) - 1500 (older java) vs 700 fps On Athlon 64 3500+, discrete video - 120 (older java) vs 55 fps
The app is a simple game with a moving rectangle. I'm using Graphics2D to draw from a loop.
Edit: Some code. The whole thing is big, this are some important parts only.
public class SimpleRenderer extends JFrame{
SimpleGameEngine sge;
Canvas canvas; // Our drawing component
static final int WIDTH = 640;
static final int HEIGHT = 480;
Graphics2D g2d = null;
Graphics graphics = null;
Color background = Color.BLACK;
BufferedImage bi;
BufferStrategy buffer;
public SimpleRenderer(KeyboardInput keyboard, SimpleGameEngine sge) throws HeadlessException {
this.sge = sge;
setIgnoreRepaint( true );
setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
canvas = new Canvas();
canvas.setIgnoreRepaint( true );
canvas.setSize( WIDTH, HEIGHT );
add( canvas );
pack();
// Hookup keyboard polling
addKeyListener( keyboard );
canvas.addKeyListener( keyboard );
canvas.createBufferStrategy( 2 );
buffer = canvas.getBufferStrategy();
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gd = ge.getDefaultScreenDevice();
GraphicsConfiguration gc = gd.getDefaultConfigurat开发者_如何学运维ion();
bi = gc.createCompatibleImage( WIDTH, HEIGHT );
this.setVisible(true);
}
public void draw(int fps) {
g2d = bi.createGraphics();
g2d.setColor( background );
g2d.fillRect( 0, 0, WIDTH, HEIGHT );
g2d.setColor( Color.GREEN );
g2d.drawString( "Use arrow keys to move rect", 100, 20 );
g2d.drawString( "Press esc to exit", 100, 32 );
g2d.setColor( Color.GREEN );
g2d.drawString( "FPS: "+fps, 20, 20 );
g2d.drawRect( sge.bob.x, sge.bob.y, sge.bob.w, sge.bob.h );
graphics = buffer.getDrawGraphics();
graphics.drawImage( bi, 0, 0, null );
if( !buffer.contentsLost() )
buffer.show();
}
...
The game loop:
...
long loop =0;
long update = 0;
long start = System.currentTimeMillis();
long lastIterationTime = System.nanoTime();
long nanoseccount=0;
int cyclec = 0;
int fps=0;
System.out.println("start");
while(run) {
long now = System.nanoTime();
loop++;
while(lastIterationTime + StepSize*1000000 <= now && run ==true) {
Update(StepSize);
update++;
lastIterationTime += StepSize*1000000;
}
Draw(fps);
nanoseccount += System.nanoTime()-now;
cyclec++;
if (nanoseccount >= 1000*1000000 ) {
fps = (int)Math.round((double)cyclec/(nanoseccount/1000000000));
nanoseccount = 0;
cyclec = 0;
continue;
}
}
System.out.println("loop "+ loop +" # update "+ update+ " # u/l " + ((double)update/loop)*100);
long runtime = (System.currentTimeMillis()-start);
System.out.println("run time "+ (double)runtime/1000 +"s # loop/s "+ ((double)loop/((double)runtime/1000)));
System.out.println("updates/s "+ ((double)update/((double)runtime/1000)));
...
Java 6 versions 19,20 and the first versions published by Oracle instead of Sun. They have a gazillion problems in many areas. Web start functionality is almost broken for example.
Here is one issue like this. Google for more if you want.
For the time being, I would suggest that you stick to the older versions, and wait for the next releases.
精彩评论