Ashley I did some research and tell me what you think.
Here are the specs for Windows Phone 8
http://msdn.microsoft.com/en-us/library ... 2(v=vs.105).aspx
Could be looking at a range of 150 to 300 at as a limit.
I ran the mem profiler all over. C2 Says my game is at 90 megs, Chrome says the same +/-3.
In VS2013 my profiler says ~90-120m opening, and then when I click the button to change layouts it go way up to 180 and exits. That is with the small phone (512 emulator). With the large phone my game starts at like 120 and pegs 360 when I change a layout.
I do decent garbage collection, so i have a constant rate of items being created/destroyed so there isn't a run away process.
My result is this, the new universal app uses a lot more memory than expected from C2. What are our options?
I'm currently running some early tests of my game (+-10 physics obj on screen) for windows phone 8.1 and i might have the same problems.. I thought the universal export would be far better speed-wise than windows phone 8,
And one question: the VS2013 emulators are exact replica of the phones or they might have differences depending on your desktop , and is there a way to "calibrate" them ? cause I have not actually used a windows phone before and the windows phone 8.1 update is fairly new