XBOX ONE UWP performance?

Post » Fri Aug 25, 2017 9:05 am

Great thread. Also waiting for a way to publish on xbox one. My game has been approved as an [email protected] title for a long time now and I still haven't been able to publish due to the missing xbox live plugin features. However my game actually runs pretty well on xbox one and I get almost solid 60fps, but it is a pixel game so that might explain it.
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Post » Mon Sep 11, 2017 11:16 am

Your other post about Xbox live went away ???

How to -

" Display the user’s Xbox gamertag as the primary display and profile name "

- I can get the game to login OK, but, how are folks getting that 'little gray bar/button' in the upper right to display gamertag etc ???

Sample Code or Construct file ???? etc ???

The game doesn't actually use XBOX Live, but, MS ' Requires ' it to get into Creators Program.

????
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Post » Tue Sep 12, 2017 12:02 am

@archor

I assume you're talking to me? Yes I had a thread about our game released on Xbox One. A few days ago I tried to edit the original post, and the thread just disappeared.. I certainly did not click a delete button or anything, I guess it's some bug with the forum :(
viewtopic.php?t=194969

I see you started a thread for your question, so I'll reply there. viewtopic.php?t=195855
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Post » Fri Sep 15, 2017 7:07 pm

Ashley just tweeted this, this should help us all.

https://blogs.windows.com/buildingapps/ ... ne-update/

I don't know if html5 can make full use of 6 cores, but the cores are going from shared to being dedicated to the game, so hopefully our games will run faster. And WebGL and many/large textures should benefit from the full GPU access and RAM increase to 5GB.

Is the Fall Creators Update for Xbox One supposed to come out mid-October like for PC?
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Post » Fri Sep 15, 2017 11:40 pm

Studio Mercato wrote:Ashley just tweeted this, this should help us all.

https://blogs.windows.com/buildingapps/ ... ne-update/

I don't know if html5 can make full use of 6 cores, but the cores are going from shared to being dedicated to the game, so hopefully our games will run faster. And WebGL and many/large textures should benefit from the full GPU access and RAM increase to 5GB.

Is the Fall Creators Update for Xbox One supposed to come out mid-October like for PC?


that is sweet news indeed,

the lambo is back on the table......
...
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Post » Sat Sep 16, 2017 5:33 am

NetOne wrote:the lambo is back on the table......


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Post » Thu Sep 21, 2017 6:32 am

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. :(
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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 8-) .

Here's a clip of my wife playing it on the Xbox One (excuse her...she's not that good.. :P )
https://twitter.com/r_a51/status/910741172603236352
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Post » Thu Sep 21, 2017 7:13 am

@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.
"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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Post » Thu Sep 21, 2017 9:02 pm

Jayjay wrote:@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.....
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Post » Fri Sep 22, 2017 10:29 pm

@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 :(
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