So I've been tinkering around with exporting my current project as a UWP 10 app and testing on the Xbox One. In Chrome/Nw.js the game runs at a smooth 60fps and has very manageable cpu utilization. However, when running in Edge on PC the cpu utilization is over 300% greater (growing as high as 94%), with a dip in fps from 60 to the 40s (at times). Even worse, when testing on the Xbox the game becomes completely unplayable - or at least, enjoyable due to the severity of these issues. I have to believe this is an issue with the Edge browser and the way it handles javascript (at least on PC, I assume the UWP wrapper is contributing to problems on the Xbox). I'm wondering if others have run into these performance issues and what they've done to try and counteract them??
What I've tried regarding rectification:
1) lowering polygon points
2) lowering amount of every tick specifiers to make triggers more dynamic (which did benefit performance few percentage points)
3) Lowering the amount of objects on screen (This works in this project, but is still too constraining to develop cross platform)
My general feeling is that object count should be the culprit, as objects (with collision/poly checks) appear to hit Edge performance in a separate project, but after testing this does not seem to consistently answer the question as to where the problem lies. Perhaps it is more global? Any personal experience developing on Edge and Xbox One, regardless of outcome, is welcome and appreciated.