XBOX ONE UWP performance?

Post » Fri Jul 21, 2017 10:06 am

The first thing to check would be the Edge version in both cases, to see if the Xbox has got the latest update.
Scirra Founder
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Post » Sat Jul 22, 2017 5:27 pm

NetOne wrote:In the name of scientology I will try another test this weekend.

I suggest you start by running tests designed to measure performance. There was a downloadable file for the Bunny Test somewhere on this forum if I remember right. You can also set up custom projects with ever spawning moving objects and compare the results on PC, phone and Xbox. I'd be interested in any results you may post here.
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Post » Sat Jul 22, 2017 11:51 pm

@ashley I cannot find the xbox edge version , i looked through every menu but couldnt see it.

@glerikud I compiled the 3 construct 3 performance test demos. So you can compare your own results against Xbox uwp.

For Xbox one s on uwp
fill rate done at 376 sprites. (Vs 129 on my i5 surface pro)
Bbox done at 1157 sprites. (Vs 25,654 on my i5 surface pro)
Quad done at 3982 sprites (vs 94,209 in my i5 surface pro)

As you can see the xbox graphics gpu fill rate is better ... Yea. Party.....(surface pro is integrated gfx so expected)

But....... The other numbers are totally wtf. It looks like the xbox CPU is being nerfed into oblivion when using uwp.

I made videos and can post if you like but it is just me launching remote machine debug from visual studio to Xbox one. Nothing to watch.

However here is a video showing 60 FPS on surface pro vs <10fps on Xbox one uwp.

https://drive.google.com/file/d/0B6AQ9z ... p=drivesdk

Note in visual studio I am selecting remote machine debug. Selecting universal platform under project config and putting in the xbox IP address , that is it.

There seems to be a couple of posts on the unity forum detailing exactly the same 10 /15 fps with xbox uwp. one guy has profiles to indicate that only one cpu out of 8 is being used and that cpu is maxing at 10% capacity. There are no follow up solutions.

Im sure im doing something wrong. maybe its because its debug mode so its slowing down visual studio pc side to analyse the code.? i fully admit i have no idea what i am doing so anyone who has deployed to xbox one????

Ive been through all the instructions 10 times and from everything ive read there shouldn't be any such performance issues even with the uwp hardware restrictions.

Theres even an ms page mentioning construct https://docs.microsoft.com/en-us/window ... lanes-html

Ill have another play tonight
Last edited by NetOne on Sun Jul 23, 2017 9:14 am, edited 8 times in total.
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Post » Sun Jul 23, 2017 5:43 am

@NetOne Thank you for the measurements and the video. Those numbers are indeed strange. Something seems to be terribly off with Xbox UWP.
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Post » Sun Jul 23, 2017 10:13 pm

Right so, I have been playing around with Visual Studio.

It is truly a horrible piece of software

I have been deploying in "debug" mode. This is clearly analysing all the script and performance frame to frame, and doing so causes the 10/15 fps.

so then I tried deploy in "release" mode. this should give real performance results, Visual studio will not let me do this. it keeps throwing up errors saying I haven't specified the "remote" build machine when the xbox which it sees has been clearly selected in the config menu under release configuration. I got around this by specifying the ip address instead but then it starts the build but cannot complete the build because my "firewall may be blocking connections". I disable firewall. no change. This sort of stuff is beyond me.

so I go back to debug mode, again no problems it sees the xbox but the dbug mode is clearly slow.

so then I select performance profiler under debug mode this appears to be a debug mode but runs without the debuging data and instead gives a nice graph of performance.

surprise - things are looking much better. now getting 30-40 FPS game is almost playable.

so this is as far as I have got. but it makes me suspect that if I could get the release mode working things would be much better

in fact what I really want to do is just build an uwp app and side load it without any visual studio intervention and just see how it plays.

is this possible? nobody here deployed to xbox? anyone give any insight?

@scirra
@ashley understand you are busy with C3 but when you can could you guys put together a tutorial / guide for xbox deployment.

PS small update ok I got the "release" deployment working by randomly selecting "x64 architecture" (FYI MS recommend any selecting "any CPU") so it had nothing to do with firewall. but no change in performance 30-40 fps.

im going to leave it here for now and have slightly changed the title of the post to reflect these findings

I would love someone who knows what they are doing with visual studio to pitch in.
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Post » Sun Jul 23, 2017 11:23 pm

ps: again

right closed visual studio and just exploring went into dev home on the xbox one (this is not the dev area but a sort of pretend version of the real xbox home) and my game was sat there like a real game, clicked on it and it and it worked, so it had been "side loaded" by visual studio.

and now that visual studio is closed and not trying to debug it all the time it is running much better
I would say 40-50 FPS on average, a little janky and has some slow down but I am thinking this is pretty much real world performance of UWP on XBOX ONE

so it is not as good as my surface pro in edge but I would say very usable for games with less going on.

ill do some more tests and stick a vid but it will be a few days , should be spending the spare time on my game rather than this.....

Note I deliberately put the flying logos in my game to push both the cpu and gpu a bit as my game is not complete.

maybe I will take the glokar or kiwi story demos and see how they fair

more ps:

totally off topic and about 5 cans in. Scirra should develop a console that just runs chrome or the best browser links straight to a website with quality controlled html/js games . cos as far as I can see all these wrappers APK or UWP or whatever they are never as good as native browser performance. [b] The browser is the true universal platform not UWP, its just that we haven't figured out how to really monetise it yet and that's why Construct 3 concept is really quite revolutionary and I am very interested to see how it evolves...
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Post » Mon Jul 24, 2017 3:08 am

I could be wrong....but if i recall correctly, @digitalsoapbox who is the developer of Sombero, actually has some experience of getting it to run on the Xbox One's UWP platform also.
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Post » Mon Jul 24, 2017 5:34 pm

Cryptwalker wrote:I could be wrong....but if i recall correctly, @digitalsoapbox who is the developer of Sombero, actually has some experience of getting it to run on the Xbox One's UWP platform also.


Sombrero* but close enough :).

C2 games with any level of complexity don't run very well on XB1, period. This includes with the limits placed on Dev mode not being in place, which you need to be accepted into [email protected] to get access to, and the limits are still somewhat lower than what's available to non-UWP tech, though even those limitations don't really explain the performance issues.

Why this is the case isn't especially relevant (so any apologists can save their typing fingers), but until things are a bit tighter engine-side - in addition to the features required by XBox games still needing to be added to Construct - so I wouldn't get your hopes up just yet, considering C2's performance track record on consoles or lack thereof. Interestingly, Unity UWP deployments, while they can also have performance issues, tend to be more related to export options than what their HTML5 tech is capable of, and it's just a matter of editing the right files after export to get the kind of performance you'd expect, considering the hardware in the console.

There is also the extreme memory limitations of a game running in the background when using Construct w/ UWP, which is very low, and considering Construct has no direct way to clear memory to get under the limit (around 128MB*), you'd be pretty limited on what you can do anyway. As in, less than you could do in a typical mobile game (where C2 performance can also be...questionable). While the memory limit is obviously not just an issue with C2, providing ways to sneak in under it certainly is.

This could obviously all change in the future, but I can't say I recommend waiting for something that *might* happen when there are tools available that can make it happen now.

*EDIT: The 128MB limit refers to what's available when a UWP app is running in the background
Last edited by digitalsoapbox on Tue Jul 25, 2017 5:47 pm, edited 1 time in total.
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Post » Mon Jul 24, 2017 9:33 pm

thanks for the insight @digitalsoapbox

i dont get the 128 mb you are talking about,
MS says that UWP has access to 1 gig when real world deployed in forground mode (450MB when in dev mode)
Are you saying that we cant use more than 128 MB because construct games have to be able to handle a background mode and they cant?
cant the games just quit if not running in foreground?


The maximum memory available to an app running in the foreground is 1 GB.
The maximum memory available to an app running in the background is 128 MB.
Share of 2-4 CPU cores depending on the number of apps and games running on the system.
Share of 45% of the GPU depending on the number of apps and games running on the system.

https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation

what I dont get is that with access to even these restricted specs and running through edge in UWP then most construct 2 / 3 games should kill it...

but it seems they dont....... hmmmmm....

@scirra
@ashley

dont you think it would be prudent to remove the "export to xbox one" claim in Construct 3 advertising until plugins and everything else is in place and xbox UWP performance is validated and any limitations can be stated in a caveat against an export to xbox claim?
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Post » Tue Jul 25, 2017 4:33 am

NetOne wrote:dont you think it would be prudent to remove the "export to xbox one" claim in Construct 3 advertising until plugins and everything else is in place and xbox UWP performance is validated and any limitations can be stated in a caveat against an export to xbox claim?


A lot of platforms would need to have some small fine print then :o
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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