One thing I've discovered today is that any time the game tries to read an input from the controller, it causes a hiccup in performance. Whenever I press a button, move the joystick, or whatever. It is unclear if this is something in my game's code or something else - for example, if I spin the right joystick around rapidly (which in my game, the right stick does not control anything), performance drops to the point where the game looks completely frozen. Same thing if I keep pressing left or up on the d-pad (also, no code in my game that references these inputs). But, if I stand still with enemies coming at me and dont press any buttons, performance is actually okay for the most part.
Also unrelated to performance but also weird, pressing the B button suspends the application. Anyone else run into this?
I've been having the exact same issue with performance hiccups based on user input. It happens on desktop Edge as well, in both public & preview releases. I've been putting together a simple endless runner to test XB1 performance specifically, and the hiccup on any user input causes a noticeable hitch that isn't acceptable, and I had/have the same issue with my previous C2 project but hadn't traced it back to player input. Based upon testing after I read this, that does seem to be the issue there as well. Not sure if it's an Edge issue or a C2 in Edge issue, but it's there.