anchor.diff:  .  It's okay if Switches (S) are lower than Used in Current Frame (F).
   .  The FPS should be 30 or more on the slowest hardware that you target.
   .  10'000-50'000 vertices is a typical average value for a scene.
  +
   '''
   
   See also:
  
positive.code: FrameBuffers (M) = 2
  FrameBuffers (F) = 2
  FrameBuffers (S) = 2
  Textures (M) = 7 
  Textures (F) = 3 
  Textures (S) = 3
  Shaders (M) = 6
  Shaders (F) = 3
  
negative.code: 
  == How to Interpret the FPS when Optimizing
  
  The FPS (frames per second) shows you how fast jME runs the update loop. If the FPS values goes below 30, the game slows down and runs jerky, which makes the game either frustrating or impossible to play. You need either decrease the number of operations in the update loop, or decrease memory usage (object count).
  
  If your application grows more and more sluggish, deactivate or decrease one feature set at a time: Deactivate drop shadows, physics, anti-aliasing… Try fewer light sources, fewer NPCs, fewer samples in spheres (i.e. less smooth spheres). Temporarily replace the scene (or parts of it) with a simpler test scene to check whether the scene has to many triangles, etc.
  
  Keep an eye on FPS and the StatsView and find out which element has the biggest impact on performance. This is where you start optimizing.
  
  