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Thread: UWP game stutters on Series X/S

  1. #1
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleXNA Export Module
    Dobermann's Avatar
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    UWP game stutters on Series X/S

    Very bad news here, while i was thinking that the Xbox Series X/S would play an UWP game better than the Xbox One X do (where i finally was able to makes my both games to run at 60FPS on it), well it is not! It stutters every seconds!! That's a shame that the most powerfull console of the world can't handle a 2D game that the Xbox One X do.
    So i was wondering, is it because they limited the perfs of the UWP games on Series X/S or there is something to improve in the game to makes it to work on Series X/S... Well actually i don't know what to do as i don't own a Series X/S and i don't know if it is possible to turn them in dev kits...

    A video showing the issue:
    https://twitter.com/i/status/1329472488074567688

  2. #2
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    Dam1an's Avatar
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    I'm also developing a game for xbox the last year. I've already released one called "Snake Retro" on xbox one with UWP exporter and it worked perfectly. But that one wasn't a platformer... The one I'm developing right now is a platformer, I've tested it on xbox one S and it has no fps issues. I've locked the resolution @ 60 fps with v-sync and directx11. BUT the platformers and the uwp fusion exporter do not work as it should be. Notice also that uwp has been dropped out by Microsoft and they won't support it anymore. It's going to be very soon that the uwp games won't be accepted by microsoft. So, from my point of view, I won't stop developing the game, I'll try to released it for xbox (one and sx/ss) and if Microsoft rejects it I will release it on ios. In case the game statters a lot I'll reduce the fps @ 30 per sec.

    ps: I checked your video -nice looking game btw- this stattering maybe it has to do with code optimization and not the uwp exporter; try to reduce the number of code lines, the 3rd party extensions, the string objects and finally use as a resolution 480x270 (that can be perfectly upscaled to 1080p and 4K)

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    The game is working perfectly on Xbox One X, Android and iOS, i've already worked 1 full year on events and visual optimisation that ended to make the game to work at 60FPS on Xbox One X where it was first limited to 40FPS.
    It's strange to me that the Xbox Series X that is "more powerfull" than Xbox One X in many way, is unable to run a 2D UWP game that is working on Xbox One X...
    Reducing the resolution does nothing in matter of improvements, already tried, using smaller sprite either, nothing of those worked. Most of the framerate issues comes from objects count (but it is low on this game) and samples. UWP suffer of the sames limitation that an old Android device has.

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    How many objects do you have out of interest?
    And how many objects till you get frame drops?

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    Quote Originally Posted by fnkycoldmadeanr View Post
    How many objects do you have out of interest?
    And how many objects till you get frame drops?
    AS i don't own a Xbox Series X i don't know... As i've created a level editor i could easily see if it's a matter of objects count or events. By the way, i've created a solid AI, so it could use most of the limited resources allocated to the UWP on Series X. Guess i'll have to wait when (and if) i'll get a Seris X myself...

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    So, i've found someone to test my level editor on his Xbox Series X, and even with no enemy, only one wall, not moving and not firing, the game stutter every single seconds. So the issues is somewhere else, and there is no framerate issue it runs at 60FPS then stops every seconds for a few milli-seconds, then 60FPS again... Really strange!

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    Fernando's Avatar
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    what about these settings

    Capture.PNG
    Regards,


    Fernando Vivolo

    ... new things are coming ...

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    Should i set every frame UWP properties to that too?
    Sans titre.png

    But, getting the virtual mouse on screen is not something i would like to see in my game... I remember to have tested it on Xbox One X when i was unable to get more than 40FPS and it never improved anything. I was already at 60FPS in menu, and only scrolling where slow, now even scrolling are working fine, this issue on Series X is really strange, why every seconds, i don't know. It seems to do'nt stutter in game menu, so... I think i need a Series X to debug that...

  9. #9
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    Ok, so i've tried many tests, but no success on Series X, but on ONE X i got better result, game is running at 63FPS most of the time (yes, 63 out of 60!).
    So what i did was switching to Direct3D 11 (i don't know if it matter for UWP) and checking "load all data at start". The game is faster on One X, but seems to now stutter every seconds even on main menu (while it was not before) on Series X.

    Could it be that "use webgl acceleration when available" isn't working on Series X for unkonw reason? - Just wondering..

    I'm actually installing VS 2019 Community, i was using 2017 as in pas, Javascript wasn't available in VS2019, but now it is, i hope it will give a boost to my app to use it!

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    Ok, i've jsut wasted my time again... VS2019 can't open jsproj files...

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