Looks like they’ve at least made some improvements (from the release notes):
Context Menu — Developers now have more control over what can be displayed in the context menu through the use of ActionScript APIs for common text field context menu items, supporting plain and rich text. The clipboard menu provides access to the clipboard in a safe and controlled way, and you can write handlers to paste text.
Will we all know that the only way for Flash to progress further at this point is to have access to the GPU, but is adobe really going to provide that kind of support I’m not so sure.
Also I cant say I’m impressed with the 3D part because we already have PV3D, unless its going to run through the GPU for some real graphic rendering speed.
Which would take the load off of the poor CPU allowing it to get back to what its meant to be used for calculations.
At any rate its too early to pass judgment on flash10, we haven’t even seen any stress tests.
I sent an email to sen asking a few questions trying to see if he could explain anything here. Hes really busy and I don’t know how often he checks his mail, so its a shot in the dark. If not over the following weeks they will tell more I’m sure.
[QUOTE=Templarian;2327241]I sent an email to sen asking a few questions trying to see if he could explain anything here. Hes really busy and I don’t know how often he checks his mail, so its a shot in the dark. If not over the following weeks they will tell more I’m sure.[/QUOTE]
when did you send that? Did I answer? I don’t recall it off the top of my head.
For me, on my laptop, I’m not seeing much speed improvements but the textures are a lot smoother and there’s far less distortion (which is primarily what the new perspective rendering is about).
^Thanks sen. Figured you would be around shortly (i sent it right before i made that post).
I’m seeing a decent improvement (instead of everything becoming clearer after I stop moving the cursor now its always smooth in 10). Frame rates are about 10 to 20 high in the 10 version also.
I was mostly wondering what parts of the drawing API take advantage of the GPU?
[QUOTE=Templarian;2327279]I was mostly wondering what parts of the drawing API take advantage of the GPU?[/QUOTE]
Mostly bitmap and video rendering in the player. So the advantages come mostly with filter use (as well as, I think, general cacheAsBitmap use), and video compositing, especially for video which is rotated or changed in some way by the Flash Player.
The GPU should also be used to offload some of the perspective rendering work as seen with the 2.5D features and I believe the new drawTriangles drawing API when used with UVT (though I do not know for sure; that drawing API is kind of separated from all that other work though some components are shared).
You’re not going to see an around the board increase in performance. In fact, many SWFs may not see any improvement. This mainly because vectors (as in graphically) are probably the most common image type used in Flash and they’re not really affected.
There’s also limited video card support. Which cards supported is still being figured out, but some people just won’t have the advantage of GPU accel.
What are the impacts of all of this on Papervision 3D? It seems like having to disable smoothing during animation of multiple objects with bitmap materials might be a thing of the past once the classes are updated - but perhaps not quite as drastic of a performance increase as you might hope - since the primitives are largely vector?
Papervision will benefit mostly from the new perspective transform. This will greatly reduce triangle count for 3D scenes, especially where a lot of large flat planes are involved since perspective accuracy for those in papervision meant heavy tessellation. At the same time, a lot of this can now be done in flash without needing papervision. But when it comes to something like a 3D model (not just flat planes) papervision will still be required. Papervision can also benefit from the Pixel Bender (Hydra) support for some quick match calcs since I believe it handles integer math a lot better.
I should stress again that Flash Player 10 will NOT have a complete hardware acceleration solution. There will only be minor improvements in certain areas. This can certainly be improved on later down the road, but Flash is new to this area and is taking baby steps coming in.
Thanks for the information. Although I’m as eager as the next developer to get complete hardware acceleration, it’s clearly good to be taking the process slowly. Honestly, it also prevents designers and developers from having to make complete shifts in the way we think about Flash design, and allows us to slowly start ramping up performance.
I notice that the Astro [U]cube example[/U] is drawn with six plane objects - should we expect to continue using Papervision if we want primitives like cubes and spheres?
One last question - are we going to be able to take advantage of any of these features before the release of CS4?
I’d like to see some data on what performance advantages there are when switching some Arrays to typed, limited-length Vectors. B) It looks like a pretty sweet new feature of the language.
[QUOTE=Anogar;2327343]I notice that the Astro [U]cube example[/U] is drawn with six plane objects - should we expect to continue using Papervision if we want primitives like cubes and spheres?[/QUOTE]
Cubes are certainly doable. Spheres would be a stretch. “3D” support in Flash is more “2.5D” meaning moving clips around as flat planes individually in 3D space. For anything much beyond that, you’ll want to start using Papervision or something similar.
For a 3D engine like PaperVision (or others, there surely are better around right now), can’t they use these new 3D-features in their engines? Wouldn’t it run much faster?
^You must not understand the new things they’ve added… or read the other posts. Adobe added “DrawTriangle”. That alone makes everything faster… and the filters are GPU. Plus I’m sure they are working on constantly moving everything visually to the GPU… just takes time.