Unity mobile device 30fps locked - c#

Since yesterday, my unity game is locked 30fps on an android device. Before it was like 150fps.. I disabled v-sync. This is the only script I added yesterday:
public static class SaveLoadProgress {
public static void Save()
{
LevelManager levelManager = GameObject.Find ("GameManager").GetComponent<LevelManager> ();
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Create (Application.persistentDataPath + "/savedProgress.1912");
bf.Serialize(file, levelManager.levelReached);
file.Close();
}
public static void Load()
{
LevelManager levelManager = GameObject.Find ("GameManager").GetComponent<LevelManager> ();
if(File.Exists(Application.persistentDataPath + "/savedProgress.1912"))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/savedProgress.1912", FileMode.Open);
levelManager.levelReached = (int)bf.Deserialize(file);
file.Close();
}
}
}
I don't this can be the problem.
I added this to the GameManager:
void Awake()
{
Application.targetFrameRate = -1;
QualitySettings.vSyncCount = 0;
}
The profiler shows this:
What should I do to unlock it from 30fps?

By default, Unity locks fps for specific values, according to the current platform. Documentation says that the default for Android is 30, which is used by most Android devices. Also it says:
The default targetFrameRate is a special value -1, which indicates that the game should render at the platform's default frame rate.
Which is 30 for mobile as it's said in the article.
Also, you can have as much fps as possible while running your game in editor, it maybe 150 or more, but it's really bad practice to have more than 60 (max value for iPhones and some Androids). If you have more than 60 fps you can't actually see the difference because device's display can't actually render more than 60 frames per second, but it takes battery and CPU resources and all those calculations (for extra 60+ fps) are useless and even bad.
To make your fps more than 30, you can set it for 60 as you are doing in your code:
Application.targetFrameRate = 60;
Also v-sync is mostly don't work on mobile, so you don't need to bother with this.

Not an answer but more of an extended comment to #vmchar's answer:
I disagree that VSync doesn't work on mobile. We had Application.targetFrameRate set to 60, however, we still had an issue with the CPU trashing the GPU. Setting VSync forces it to wait. Framerate went from https://imgur.com/a/lE0LedF to https://imgur.com/a/EPq6q7T.
Unity don't recommend using both at once though:
Application.targetFrameRate is a "soft" vsync and is useful to limit simulation rate without hardware vsync set (e.g. on servers). It is not desirable to use targegFrameRate with vSyncCount set, as CPU frame might drift and cause rendercommands to be scheduled later and miss next vsync.
VSync settings aren't respected in the Editor though, so you can still have issues there.
Full thread: https://forum.unity.com/threads/gfx-presentframe-taking-4x-as-long-but-only-for-intermittent-periods.538254

As stated in other answer, if Unity locks your framerate to 30 or something. Mine was locked at 30 FPS, Just add Application.targetFrameRate = 60; in your Start()method, or whenever you want to set the Framerate in the application lifetime.
void Start()
{
Application.targetFrameRate = 60;
}

If you have the Adaptive Performance Samsung Android package installed it will override any changes to Application.targetFrameRate.
If you want to keep the package installed then you will need to play with the settings. To access the settings: Edit > Project Settings > Adaptive Performance > Samsung (Android)
Unchecking everything removed the cap set by Adaptive Performance for me. You can then re-enable the settings you need from there.

Related

C# - could someone explain different System.Threading.Thread.Sleep() behaviour on Mac OS X vs Windows 10

I built a terminal Snake application in Visual Studio Community 2017 in Mac OS X.
The game uses this code to wait for user input before moving on to render next frame on terminal:
public static int[] GetUserInput(int[] currentDirection)
{
int[] nextMove = currentDirection; // { x , y }
ConsoleKeyInfo input = new ConsoleKeyInfo();
int timeElapsed = 0;
int waitTime = gameSpeed;
for (int cnt = waitTime; cnt > 0; cnt--)
{
if (Console.KeyAvailable)
{
input = Console.ReadKey();
break;
}
else
{
System.Threading.Thread.Sleep(1);
}
timeElapsed++;
}
// Code that handles input //
System.Threading.Thread.Sleep(waitTime-timeElapsed);
return nextMove;
}
Variable gameSpeed is time in miliseconds during which player must press a key (i.e. rate at which frames are rendered to console).
Basically, user is given certain amount of time to press a key. If a key is pressed, the GetUserInput() function waits remaining time before rendering next frame. If no key is pressed it waits the gameSpeed amount of time before rendering next frame. This way the framerate (i.e. time between frame renderings) of game is kept the same.
When I run this on my old 2011 MacBook Pro the game is perfectly smooth and plays great.
I tried running it on my 2016 Dell Latitude and it doesn't behave even remotely like on my MacBook. The frames render with 1-2 second intervals and if you hold a key down it suddenly starts rendering frames really fast.
This is the only place in the whole application where I use System.Threading.Thread.Sleep(), so there couldn't be other pieces of code which cause this behavior.
I read that using System.Threading.Thread.Sleep() is a bad practice, but I am just curious if someone could explain why the application behaves so differently on these two devices / operating systems.
I am new to programming so any suggestions / pointers to how this code could be written better would be greatly appreciated
Rest of the code can be found on my GitHub repository: https://github.com/krisjanis-a/Snake

SharpDX fixed time step issue

I'm using SharpDX 2.5.0 and I have a game class, and I try to disable the fixed time step, however it doesn't seem to work, I still get 59-60 FPS. I'm only drawing a utah teapot, so I'm pretty sure it must work with a lot more (like 1000) FPS. Here is what I do:
protected override void LoadContent()
{
// ...
// Disabling fix time step.
this.IsFixedTimeStep = false;
// ...
base.LoadContent();
}
Do I forget something? Do I have to apply this change somehow? Or am I doing it in the wrong place (I also tried doing it elsewhere without any success)? Thanks for the answers:
Muad'Dib
You need to disable both vsync and fixed timestep, try to add this to the game constructor:
// GraphicsDeviceManager is mandatory for a Toolkit Game
_graphicsDeviceManager = new GraphicsDeviceManager(this);
// disable vsync
_graphicsDeviceManager.SynchronizeWithVerticalRetrace = false;
// disable fixed timestep
this.IsFixedTimeStep = false;
Have you also tried disabling vsync? If vsync is enabled and your monitor is running at 60Hz (very likely) then you will also see this behaviour. I'm not sure about the Game class but I usually do it in the PresentationParameters when creating the device.
new PresentParameters(width, height) {
PresentationInterval = PresentInterval.Immediate
}
"Immediate" indicates that present will not wait for the monitor to refresh.
This is assuming D3D9, which version of DirectX are you using?

Why is my C# program faster in a profiler?

I have a relatively large system (~25000 lines so far) for monitoring radio-related devices. It shows graphs and such using latest version of ZedGraph.
The program is coded using C# on VS2010 with Win7.
The problem is:
when I run the program from within VS, it runs slow
when I run the program from the built EXE, it runs slow
when I run the program though Performance Wizard / CPU Profiler, it runs Blazing Fast.
when I run the program from the built EXE, and then start VS and Attach a profiler to ANY OTHER PROCESS, my program speeds up!
I want the program to always run that fast!
Every project in the solution is set to RELEASE, Debug unmanaged code is DISABLED, Define DEBUG and TRACE constants is DISABLED, Optimize Code - I tried either, Warning Level - I tried either, Suppress JIT - I tried either,
in short I tried all the solutions already proposed on StackOverflow - none worked. Program is slow outside profiler, fast in profiler.
I don't think the problem is in my code, because it becomes fast if I attach the profiler to other, unrelated process as well!
Please help!
I really need it to be that fast everywhere, because it's a business critical application and performance issues are not tolerated...
UPDATES 1 - 8 follow
--------------------Update1:--------------------
The problem seems to Not be ZedGraph related, because it still manifests after I replaced ZedGraph with my own basic drawing.
--------------------Update2:--------------------
Running the program in a Virtual machine, the program still runs slow, and running profiler from the Host machine doesn't make it fast.
--------------------Update3:--------------------
Starting screen capture to video also speeds the program up!
--------------------Update4:--------------------
If I open the Intel graphics driver settings window (this thing: http://www.intel.com/support/graphics/sb/img/resolution_new.jpg)
and just constantly hover with the cursor over buttons, so they glow, etc, my program speeds up!.
It doesn't speed up if I run GPUz or Kombustor though, so no downclocking on the GPU - it stays steady 850Mhz.
--------------------Update5:--------------------
Tests on different machines:
-On my Core i5-2400S with Intel HD2000, UI runs slow and CPU usage is ~15%.
-On a colleague's Core 2 Duo with Intel G41 Express, UI runs fast, but CPU usage is ~90% (which isn't normal either)
-On Core i5-2400S with dedicated Radeon X1650, UI runs blazing fast, CPU usage is ~50%.
--------------------Update6:--------------------
A snip of code showing how I update a single graph (graphFFT is an encapsulation of ZedGraphControl for ease of use):
public void LoopDataRefresh() //executes in a new thread
{
while (true)
{
while (!d.Connected)
Thread.Sleep(1000);
if (IsDisposed)
return;
//... other graphs update here
if (signalNewFFT && PanelFFT.Visible)
{
signalNewFFT = false;
#region FFT
bool newRange = false;
if (graphFFT.MaxY != d.fftRangeYMax)
{
graphFFT.MaxY = d.fftRangeYMax;
newRange = true;
}
if (graphFFT.MinY != d.fftRangeYMin)
{
graphFFT.MinY = d.fftRangeYMin;
newRange = true;
}
List<PointF> points = new List<PointF>(2048);
int tempLength = 0;
short[] tempData = new short[2048];
int i = 0;
lock (d.fftDataLock)
{
tempLength = d.fftLength;
tempData = (short[])d.fftData.Clone();
}
foreach (short s in tempData)
points.Add(new PointF(i++, s));
graphFFT.SetLine("FFT", points);
if (newRange)
graphFFT.RefreshGraphComplete();
else if (PanelFFT.Visible)
graphFFT.RefreshGraph();
#endregion
}
//... other graphs update here
Thread.Sleep(5);
}
}
SetLine is:
public void SetLine(String lineTitle, List<PointF> values)
{
IPointListEdit ip = zgcGraph.GraphPane.CurveList[lineTitle].Points as IPointListEdit;
int tmp = Math.Min(ip.Count, values.Count);
int i = 0;
while(i < tmp)
{
if (values[i].X > peakX)
peakX = values[i].X;
if (values[i].Y > peakY)
peakY = values[i].Y;
ip[i].X = values[i].X;
ip[i].Y = values[i].Y;
i++;
}
while(ip.Count < values.Count)
{
if (values[i].X > peakX)
peakX = values[i].X;
if (values[i].Y > peakY)
peakY = values[i].Y;
ip.Add(values[i].X, values[i].Y);
i++;
}
while(values.Count > ip.Count)
{
ip.RemoveAt(ip.Count - 1);
}
}
RefreshGraph is:
public void RefreshGraph()
{
if (!explicidX && autoScrollFlag)
{
zgcGraph.GraphPane.XAxis.Scale.Max = Math.Max(peakX + grace.X, rangeX);
zgcGraph.GraphPane.XAxis.Scale.Min = zgcGraph.GraphPane.XAxis.Scale.Max - rangeX;
}
if (!explicidY)
{
zgcGraph.GraphPane.YAxis.Scale.Max = Math.Max(peakY + grace.Y, maxY);
zgcGraph.GraphPane.YAxis.Scale.Min = minY;
}
zgcGraph.Refresh();
}
.
--------------------Update7:--------------------
Just ran it through the ANTS profiler. It tells me that the ZedGraph refresh counts when the program is fast are precisely two times higher compared to when it's slow.
Here are the screenshots:
I find it VERY strange that, considering the small difference in the length of the sections, performance differs twice with mathematical precision.
Also, I updated the GPU driver, that didn't help.
--------------------Update8:--------------------
Unfortunately, for a few days now, I'm unable to reproduce the issue... I'm getting constant acceptable speed (which still appear a bit slower than what I had in the profiler two weeks ago) which isn't affected by any of the factors that used to affect it two weeks ago - profiler, video capturing or GPU driver window. I still have no explanation of what was causing it...
Luaan posted the solution in the comments above, it's the system wide timer resolution. Default resolution is 15.6 ms, the profiler sets the resolution to 1ms.
I had the exact same problem, very slow execution that would speed up when the profiler was opened. The problem went away on my PC but popped back up on other PCs seemingly at random. We also noticed the problem disappeared when running a Join Me window in Chrome.
My application transmits a file over a CAN bus. The app loads a CAN message with eight bytes of data, transmits it and waits for an acknowledgment. With the timer set to 15.6ms each round trip took exactly 15.6ms and the entire file transfer would take about 14 minutes. With the timer set to 1ms round trip time varied but would be as low as 4ms and the entire transfer time would drop to less than two minutes.
You can verify your system timer resolution as well as find out which program increased the resolution by opening a command prompt as administrator and entering:
powercfg -energy duration 5
The output file will have the following in it somewhere:
Platform Timer Resolution:Platform Timer Resolution
The default platform timer resolution is 15.6ms (15625000ns) and should be used whenever the system is idle. If the timer resolution is increased, processor power management technologies may not be effective. The timer resolution may be increased due to multimedia playback or graphical animations.
Current Timer Resolution (100ns units) 10000
Maximum Timer Period (100ns units) 156001
My current resolution is 1 ms (10,000 units of 100nS) and is followed by a list of the programs that requested the increased resolution.
This information as well as more detail can be found here: https://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
Here is some code to increase the timer resolution (originally posted as the answer to this question: how to set timer resolution from C# to 1 ms?):
public static class WinApi
{
/// <summary>TimeBeginPeriod(). See the Windows API documentation for details.</summary>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Interoperability", "CA1401:PInvokesShouldNotBeVisible"), System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Security", "CA2118:ReviewSuppressUnmanagedCodeSecurityUsage"), SuppressUnmanagedCodeSecurity]
[DllImport("winmm.dll", EntryPoint = "timeBeginPeriod", SetLastError = true)]
public static extern uint TimeBeginPeriod(uint uMilliseconds);
/// <summary>TimeEndPeriod(). See the Windows API documentation for details.</summary>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Interoperability", "CA1401:PInvokesShouldNotBeVisible"), System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Security", "CA2118:ReviewSuppressUnmanagedCodeSecurityUsage"), SuppressUnmanagedCodeSecurity]
[DllImport("winmm.dll", EntryPoint = "timeEndPeriod", SetLastError = true)]
public static extern uint TimeEndPeriod(uint uMilliseconds);
}
Use it like this to increase resolution :WinApi.TimeBeginPeriod(1);
And like this to return to the default :WinApi.TimeEndPeriod(1);
The parameter passed to TimeEndPeriod() must match the parameter that was passed to TimeBeginPeriod().
There are situations when slowing down a thread can speed up other threads significantly, usually when one thread is polling or locking some common resource frequently.
For instance (this is a windows-forms example) when the main thread is checking overall progress in a tight loop instead of using a timer, for example:
private void SomeWork() {
// start the worker thread here
while(!PollDone()) {
progressBar1.Value = PollProgress();
Application.DoEvents(); // keep the GUI responisive
}
}
Slowing it down could improve performance:
private void SomeWork() {
// start the worker thread here
while(!PollDone()) {
progressBar1.Value = PollProgress();
System.Threading.Thread.Sleep(300); // give the polled thread some time to work instead of responding to your poll
Application.DoEvents(); // keep the GUI responisive
}
}
Doing it correctly, one should avoid using the DoEvents call alltogether:
private Timer tim = new Timer(){ Interval=300 };
private void SomeWork() {
// start the worker thread here
tim.Tick += tim_Tick;
tim.Start();
}
private void tim_Tick(object sender, EventArgs e){
tim.Enabled = false; // prevent timer messages from piling up
if(PollDone()){
tim.Tick -= tim_Tick;
return;
}
progressBar1.Value = PollProgress();
tim.Enabled = true;
}
Calling Application.DoEvents() can potentially cause allot of headaches when GUI stuff has not been disabled and the user kicks off other events or the same event a 2nd time simultaneously, causing stack climbs which by nature queue the first action behind the new one, but I'm going off topic.
Probably that example is too winforms specific, I'll try making a more general example. If you have a thread that is filling a buffer that is processed by other threads, be sure to leave some System.Threading.Thread.Sleep() slack in the loop to allow the other threads to do some processing before checking if the buffer needs to be filled again:
public class WorkItem {
// populate with something usefull
}
public static object WorkItemsSyncRoot = new object();
public static Queue<WorkItem> workitems = new Queue<WorkItem>();
public void FillBuffer() {
while(!done) {
lock(WorkItemsSyncRoot) {
if(workitems.Count < 30) {
workitems.Enqueue(new WorkItem(/* load a file or something */ ));
}
}
}
}
The worker thread's will have difficulty to obtain anything from the queue since its constantly being locked by the filling thread. Adding a Sleep() (outside the lock) could significantly speed up other threads:
public void FillBuffer() {
while(!done) {
lock(WorkItemsSyncRoot) {
if(workitems.Count < 30) {
workitems.Enqueue(new WorkItem(/* load a file or something */ ));
}
}
System.Threading.Thread.Sleep(50);
}
}
Hooking up a profiler could in some cases have the same effect as the sleep function.
I'm not sure if I've given representative examples (it's quite hard to come up with something simple) but I guess the point is clear, putting sleep() in the correct place can help improve the flow of other threads.
---------- Edit after Update7 -------------
I'd remove that LoopDataRefresh() thread altogether. Rather put a timer in your window with an interval of at least 20 (which would be 50 frames a second if none were skipped):
private void tim_Tick(object sender, EventArgs e) {
tim.Enabled = false; // skip frames that come while we're still drawing
if(IsDisposed) {
tim.Tick -= tim_Tick;
return;
}
// Your code follows, I've tried to optimize it here and there, but no guarantee that it compiles or works, not tested at all
if(signalNewFFT && PanelFFT.Visible) {
signalNewFFT = false;
#region FFT
bool newRange = false;
if(graphFFT.MaxY != d.fftRangeYMax) {
graphFFT.MaxY = d.fftRangeYMax;
newRange = true;
}
if(graphFFT.MinY != d.fftRangeYMin) {
graphFFT.MinY = d.fftRangeYMin;
newRange = true;
}
int tempLength = 0;
short[] tempData;
int i = 0;
lock(d.fftDataLock) {
tempLength = d.fftLength;
tempData = (short[])d.fftData.Clone();
}
graphFFT.SetLine("FFT", tempData);
if(newRange) graphFFT.RefreshGraphComplete();
else if(PanelFFT.Visible) graphFFT.RefreshGraph();
#endregion
// End of your code
tim.Enabled = true; // Drawing is done, allow new frames to come in.
}
}
Here's the optimized SetLine() which no longer takes a list of points but the raw data:
public class GraphFFT {
public void SetLine(String lineTitle, short[] values) {
IPointListEdit ip = zgcGraph.GraphPane.CurveList[lineTitle].Points as IPointListEdit;
int tmp = Math.Min(ip.Count, values.Length);
int i = 0;
peakX = values.Length;
while(i < tmp) {
if(values[i] > peakY) peakY = values[i];
ip[i].X = i;
ip[i].Y = values[i];
i++;
}
while(ip.Count < values.Count) {
if(values[i] > peakY) peakY = values[i];
ip.Add(i, values[i]);
i++;
}
while(values.Count > ip.Count) {
ip.RemoveAt(ip.Count - 1);
}
}
}
I hope you get that working, as I commented before, I hav'nt got the chance to compile or check it so there could be some bugs there. There's more to be optimized there, but the optimizations should be marginal compared to the boost of skipping frames and only collecting data when we have the time to actually draw the frame before the next one comes in.
If you closely study the graphs in the video at iZotope, you'll notice that they too are skipping frames, and sometimes are a bit jumpy. That's not bad at all, it's a trade-off you make between the processing power of the foreground thread and the background workers.
If you really want the drawing to be done in a separate thread, you'll have to draw the graph to a bitmap (calling Draw() and passing the bitmaps device context). Then pass the bitmap on to the main thread and have it update. That way you do lose the convenience of the designer and property grid in your IDE, but you can make use of otherwise vacant processor cores.
---------- edit answer to remarks --------
Yes there is a way to tell what calls what. Look at your first screen-shot, you have selected the "call tree" graph. Each next line jumps in a bit (it's a tree-view, not just a list!). In a call-graph, each tree-node represents a method that has been called by its parent tree-node (method).
In the first image, WndProc was called about 1800 times, it handled 872 messages of which 62 triggered ZedGraphControl.OnPaint() (which in turn accounts for 53% of the main threads total time).
The reason you don't see another rootnode, is because the 3rd dropdown box has selected "[604] Mian Thread" which I didn't notice before.
As for the more fluent graphs, I have 2nd thoughts on that now after looking more closely to the screen-shots. The main thread has clearly received more (double) update messages, and the CPU still has some headroom.
It looks like the threads are out-of-sync and in-sync at different times, where the update messages arrive just too late (when WndProc was done and went to sleep for a while), and then suddenly in time for a while. I'm not very familiar with Ants, but does it have a side-by side thread timeline including sleep time? You should be able to see what's going on in such a view. Microsofts threads view tool would come in handy for this:
When I have never heard or seen something similar; I’d recommend the common sense approach of commenting out sections of code/injecting returns at tops of functions until you find the logic that’s producing the side effect. You know your code and likely have an educated guess where to start chopping. Else chop mostly all as a sanity test and start adding blocks back. I’m often amazed how fast one can find those seemingly impossible bugs to track. Once you find the related code, you will have more clues to solve your issue.
There is an array of potential causes. Without stating completeness, here is how you could approach your search for the actual cause:
Environment variables: the timer issue in another answer is only one example. There might be modifications to the Path and to other variables, new variables could be set by the profiler. Write the current environment variables to a file and compare both configurations. Try to find suspicious entries, unset them one by one (or in combinations) until you get the same behavior in both cases.
Processor frequency. This can easily happen on laptops. Potentially, the energy saving system sets the frequency of the processor(s) to a lower value to save energy. Some apps may 'wake' the system up, increasing the frequency. Check this via performance monitor (permon).
If the apps runs slower than possible there must be some inefficient resource utilization. Use the profiler to investigate this! You can attache the profiler to the (slow) running process to see which resources are under-/ over-utilized. Mostly, there are two major categories of causes for too slow execution: memory bound and compute bound execution. Both can give more insight into what is triggering the slow-down.
If, however, your app actually changes its efficiency by attaching to a profiler you can still use your favorite monitor app to see, which performance indicators do actually change. Again, perfmon is your friend.
If you have a method which throws a lot of exceptions, it can run slowly in debug mode and fast in CPU Profiling mode.
As detailed here, debug performance can be improved by using the DebuggerNonUserCode attribute. For example:
[DebuggerNonUserCode]
public static bool IsArchive(string filename)
{
bool result = false;
try
{
//this calls an external library, which throws an exception if the file is not an archive
result = ExternalLibrary.IsArchive(filename);
}
catch
{
}
return result;
}

XNA 4.0 runs at 30 fps with GF 640M but works fine with integrated Intel card

Every time I run my game using integrated graphics card it works fine at 60 FPS. But sometimes it lags too much when there're a lot of particles on screen.
So I switched to Nvidia GeForce 640M, but framerate keeps at 30 instead of 60. I tried both Reach and HiDef but neither of them could fix the framerate problem. I also tried
this.TargetElapsedTime = TimeSpan.FromMilliseconds(15);
but FPS was still 30.
Also tried this but didn't work:
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
}
private void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
{
e.GraphicsDeviceInformation.PresentationParameters.MultiSampleCount = 4;
e.GraphicsDeviceInformation.PresentationParameters.PresentationInterval = PresentInterval.One;
}
What can I do to fix the framerate on Nvidia graphics card?
Have you tried changing the PresentationParameters.PresentationInterval?
If I recall correctly, if you set this to PresentInterval.One, it "pulls out all the stops" and tries to match the maximum refresh rate.
Been a while since I tinkered with XNA tho...
May have something to do with your vsync settings. Try the following
graphics.SynchronizeWithVerticalRetrace = false;

XNA performance and setup on WP7

I've been playing around with IsFixedTimeStep and TargetElapsedTime but I'm unable to get an fps above the 30fps. This is in both the emulator and on my HTC HD7 phone.
I'm trying to get the World.Step() setting correct in Farseer too, but havent found a good setting for this.
If I want to get it running at 60fps what should the three settings (IsFixedTimeStep, TargetElapsedTime and World.Step) ideally be?
Thanks!
You can make your game run at 60fps as long as you are running a Mango Deployed App
the code below was lifted from: MSDN: Game at 60fps
game timer interval run at 60Hz
timer.UpdateInterval = TimeSpan.FromTicks(166667);
Create the event handler
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
// Frame rate is 60 fps
TargetElapsedTime = TimeSpan.FromTicks(166667);
}
Then implement the handler
void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
{
e.GraphicsDeviceInformation.PresentationParameters.PresentationInterval = PresentInterval.One;
}

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