A copy of it is available under the Quick Fix tutorials section Back to top 2. The OpenGL implementation uses display lists, which are faster than the Direct3D DrawPrimitive function. When you have a scene that contains a lot of cubes or shapes that use QuadArrays this can dramatically change the performance. The Sun utility classes define the Cube as a QuadArray . That's why it hurts performance as Philip Taylor from Microsoft mention in his email.
Several optimization is consider in our next release.
For D3D we may use VertexBuffer. Also we may combine shape node together. There are several things that you can do right now to improve performance. In you scene graph there is a TransformGroup above every Cube. You can eliminate the 1000 TransformGroup by pre-transforming the coordinate in your Cube definition.