Omicron,
Thanks for the very informative response.
The good news is that I'm not completely nuts and had no intentions of running 640x480 @ say 30 fps...my 1.6 p4 development laptop even chokes when I try that kind of silliness
I have been trying 320x240 from the start, default compression, 15 fps, then 10 fps, then lower...then lower...all with no success.
I am using the 640x480 real estate for additional buttons and textareas around the video canvas panel.
What I have learned today is that my application recieves a 320x240 jpeg, decodes, sends to g.drawImage() and keeps going. The problem is that g.drawImage() is not updating the image. my update() routine is written to prevent re-drawing the background of course and only calls repaint().
After testing this extensively I have found that if I give paint() (g.drawImage specifically) something like 2 WHOLE SECONDS then my image is updated.
Does this seem likely, that my entire bottleneck / delay is attributed to g.drawImage? I mean, come on, I know the video card must be capable since this thing can play mini-movies, so perhaps the g.drawImage routine for the J2ME PP is really really slow.
I'm continuing to test this theory in more detail (How I dont know, but I'll figure something out)
Otherwise, "sysinfo" is good, thanks. My app uses about 7 MB.
And the "-green" option did not work. maybe its one of the more complex options i saw like "-NoSuperCrazyThreadsOfDoomXPDmjdkGGG" so I'll try to investigate those.