XBOX ONE UWP performance?

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  • the lambo is back on the table......

  • So with all this buzz about UWP performance, i decided to export my little project to UWP on the Xbox One just to see how (bad) it'll actually run. After exporting it out from C3, running it on the local machine (my current laptop) in Visual Studios had meh performance...maxing at 40fps and controls was acting weird. Was hoping for something better but this was actually kinda on par with what other folks were getting. Eh...at least it works. My next test was deploying it to the Xbox One itself...

    The very first initial run after it got deployed was slooooowwww and disappointing with 23fps max and dropped down to around 9fps at one point when things were blowing everywhere. Insanely high cpu usage. Yeah....not looking good at all. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    However, after exiting out and running it again the second time (i guess it had to reload everything from memory).....holy shit it jumped up to 57fps and averaged at around 54fps dipping down about 45fps at the heavier physics scenes. Plays almost identical to NW.jS now. CPU usage still high though. Needless to say, i was pretty happy with what i was getting! Maybe there is hope after all with running C3 projects on the Xbox One <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool"> .

    Here's a clip of my wife playing it on the Xbox One (excuse her...she's not that good.. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> )

    https://twitter.com/r_a51/status/910741172603236352

  • Cryptwalker Your performance there (second test vid) actually looks great for C2/3, I am surprised it's running that well on an Xbox + Edge combo.

    Perhaps the initial lag is it streaming more assets in the background? I think SFX can do that by default.

  • Cryptwalker Your performance there (second test vid) actually looks great for C2/3, I am surprised it's running that well on an Xbox + Edge combo.

    Yah i was quite surprised at how well it ran after that. It was just that initial deployment that ran slow. All others runs were pretty much perfect. I even redeployed it again in Release mode and this time it ran even smoother on the Xbox One, FPS stayed closer to full 60fps. Really liking how this is all turning out .

    With all that said.....I however did notice the jankiness that a lot of folks have been having on the Xbox One. Note that this *did NOT* occur at all on the PC/Mac when running on Chrome or NW.js. I only noticed it when running around in an open area - where all obstacles and enemies were cleared out - and it just freely scrolled around the level. During combat gameplay it was not evident at all though. I wonder if thats an Xbox One Edge thing.....

  • Cryptwalker Congrats on getting good performance on Xbox One!

    The slow framerate in your initial deployment was probably because you were running it via the Visual Studio debugger, that happens to all of us. Crystal Brawl went from about 25fps via the debugger to about 45fps standalone (if I remember correctly.. the thread where I originally posted this disappeared

  • Is anyone in the Xbox Insider Program, and have the system update with the new UWP expanded resources? My contact at Microsoft said if your Xbox One's OS Version build starts with "RS3" then you have it. Mine starts with RS2, I just signed up for Xbox Insider today, so still waiting to see if I'll get accepted..

  • Is anyone in the Xbox Insider Program..

    Do you have to be part of the Xbox Insider Program to get the fall update? I just checked mine and it still says rs2.

  • Once the Fall Update becomes released to the public then we'll all get it. But if you want to test it early then it seems you can via Xbox Insider. I signed up and got in, but I am in group Omega and my build is still RS2..

  • I'm still missing something on creating and showing info in that little grey 'GamerTag' Box/Button on initial game screen.

    Any hints ? tips ? sample code ?

    ????

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  • Subscribing to topic.

  • Today Microsoft released the Xbox One Fall Creators Update to everyone, which should include the expanded resources for UWP that we talked about earlier in this thread. So I updated and made a new build of our game that targetted the new SDK 16299, to see if our game ran any faster, but I was dissapointed to find the framerates seem the same.

    Has anyone else tried the new update?

  • Today Microsoft released the Xbox One Fall Creators Update to everyone, which should include the expanded resources for UWP that we talked about earlier in this thread. So I updated and made a new build of our game that targetted the new SDK 16299, to see if our game ran any faster, but I was dissapointed to find the framerates seem the same.

    Has anyone else tried the new update?

    I'm sorry, how can I install the new SDK on VS 2015?

  • rasulmono I use VS 2017, and when I ran the VS installer I was able to choose the SDKs to install. I'm not sure about 2015.

  • rasulmono I use VS 2017, and when I ran the VS installer I was able to choose the SDKs to install. I'm not sure about 2015.

    Oh, yes, now we need to use 2017 for new SDK, right. Thank you!

  • rasulmono I use VS 2017

    One more question, mate. How can I export to VS2017?

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