XBOX ONE UWP performance?

Post » Thu Oct 19, 2017 5:58 pm

@rasulmono You use that VS2015 option, it will work in VS2017 :)
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Post » Sun Oct 22, 2017 7:44 am

Hi. I noticed many slowdowns on my Xbox One Game "The very long walk". But when I run it on Xbox via remote preview the performance monitor does not show high GPU or CPU usage.
Bl4ckSh33p-Soft - Custom Software and Indie Games
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Post » Sun Oct 22, 2017 6:30 pm

Today my Xbox One got another system update, it's now 16299.3033 (1710.171018-1900). It might only be available to Xbox Insiders.

I tested our game again and now the framerate seems to be a few frames faster? Maybe? It's very unscientific and our game has inconsistent fps, but I feel I'm seeing higher maximums than before.

However I checked the changelog for this update and there's nothing about UWP performance.

https://forums.xbox.com/en-us/thread/4f ... 4f634d050b

Would love to hear back if anyone else has tried testing performance on the Fall Creators Update.
Last edited by Studio Mercato on Sun Oct 29, 2017 3:33 pm, edited 2 times in total.
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Post » Thu Oct 26, 2017 11:40 am

I added some debug texts showing FPS and CPU and GPU usage. GPU is often "NaN" instead of the number but CPU shows 0.1 to 0.3% cpu usage for my game but its still very slow often. Its just a simple endless runner based on the built in example (objects spawned randomly and moved to the left). Why is it so slow if it rarely uses objects or memory? (memory is about 20-25MB)
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Post » Sun Oct 29, 2017 12:49 am

Studio Mercato wrote:Today my Xbox One got another system update, it's now 16299.3033 / 171018-1900. It might only be available to Xbox Insiders.

I tested our game again and now the framerate seems to be a few frames faster? Maybe? It's very unscientific and our game has inconsistent fps, but I feel I'm seeing higher maximums than before.

However I checked the changelog for this update and there's nothing about UWP performance.

https://forums.xbox.com/en-us/thread/4f ... 4f634d050b

Would love to hear back if anyone else has tried testing performance on the Fall Creators Update.


So I've been trying to figure out this Expanded Resources thing as well. I can't seem to get it to work in VS 2017 if I simply open up the sln file (it says that it's incompatible). I found a workaround for this and was able to push to my Xbox dev kit, but it would sometimes freeze up the console and when I did get it to run the performance was still the same as before the Creators Update. The only thing I've been able to find on the subject is this thread which explains you have to change the app type to 'Game' on the Xbox Dev Home, which I tried and didn't see any improvements: https://social.msdn.microsoft.com/Forum ... =wpdevelop

The only other thing I can think of is to push using VS 2015 since Construct 2 is compatible with that and see if that works, but I don't have any high hopes currently.
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Post » Sun Oct 29, 2017 4:38 am

@huntjn Thanks for the reply. So I'm guessing nobody has seen definite performance improvements from the Fall Creators Update yet. I don't have a dev kit, I'm using a consumer Xbox One in Dev Mode, so I don't have a "Dev Home" app. But good to know it doesn't seem to matter.

FYI I'm using VS2017 with C2, so that's working fine. I've given this tip to numerous people, but maybe the reason the .sln doesn't open is because of the target SDK version. Open the .jsproj file in Notepad, search for <TargetPlatformVersion>, and replace the 10240 with whatever SDK you have installed (14393, 15063, 16299, etc.) Make sure to leave the last number at .0 so it becomes 10.0.16299.0 etc. You can leave the <TargetPlatformMinVersion> at 10240. Save the file and then try to open the .sln in VS2017 again.
Last edited by Studio Mercato on Sun Oct 29, 2017 3:28 pm, edited 2 times in total.
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Post » Sun Oct 29, 2017 3:26 pm

@StudioMercato thanks for this! Did that and was able to open it in 2017. Still no performance increase unfortunately.. gonna keep trying to mess around with different settings.
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Post » Sun Oct 29, 2017 4:01 pm

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?
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Post » Mon Oct 30, 2017 12:47 am

@huntjn Glad it worked. I'll be interested to know if you see any performance increases after you get another system update, I really do feel our game is a bit faster now.

I've never seen an input hiccup like you're talking about. Our game is about 35~45fps, what's your range? Btw when you run the game via Visual Studio it's slower due to debugging. Once the game is on the Xbox and you launch it standalone, it should be a lot faster.

As for the B-button, yeah it suspends the game when testing the game in Dev Mode, but our released game on the store doesn't do that. It definitely sucks for testing games that use the B-button, fortunately ours doesn't. I don't know if there's a workaround for that..
Last edited by Studio Mercato on Mon Oct 30, 2017 11:10 pm, edited 1 time in total.
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Post » Mon Oct 30, 2017 7:27 pm

I need to get back into this...been playing around with the Raspberry Pi these past few weeks that I haven't gotten a chance to test any updates yet. Kinda curious to see any performance improvements though.
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