I'm working on multithreaded game and targeting wp7 and wp8. I'm using background threads for network comunication and got stuck on problem that wp8 has huge perfomapnce issue when i have 3-4 background threads. Fps drops, for example if you touch rectangle and move it around screen with your finger it will move discrete not smoothly. But on wp7 all works smoothly and perfect. Whats wrong with multithreading in wp8? Are there any good practices to achieve good perfomance? Tested on lumia 920 and htc hd7
Workaround
Looks like promblem with new wp8 software update, but have no other device to test.
Related
I would like to buy me a Microsoft Surfacebook. But bevore I would like to know if Unity IDE support Touch Events in the Game View of the Editor? Or only if a real device is connect? But the monitor itselft is a touch device.
Thanks for help!
Regards,
Markus
Few days, there was a similar question about touch detection in Unity using Windows tablets.
There is no support for the touch. Input.touches and Input.GetTouch will not work in the Editor Game View. It will only work when you deploy the Game.
For some reason, touches are treated as mouse input.
This shouldn't be a problem at-all because Input.mousePosition and OnMouseDown will work on it so you can use pre-processor to detect when in Editor mode then use input.mousePosition and OnMouseDown and then be able to test your app without having to build it.
Everything else should be fine. Remember, it is not a real computer. It is a mobile computer and is weaker than a real computer. Don't expect a 4K texture game to run smoothly on this device.
I am using opengles to display a LOT of triangles.
When I run the app on my phone (a Samsung mini) if I display more than about 5,000 triangles the app exits as soon as it attempts to draw. There is no error message, it just exits. Anything between 4 and 5k triangles runs on the phone but the screen flashes white occasionally as I move the camera.
I assume this is a limitation of the phones abilities. It works fine on my Asus tablet.
My question is simply do you agree that this a limitation of the phone?
I have not included any code here because as I say it works fine on the tablet.
If you agree I will see what I can do to optimize the code.
Many thanks for your time folks.
We wan't to support both platforms, because the code is 100% portable to Windows Phone 7 from our Windows Phone 8 project, but i have noticed a strange problem.
So to support both platforms we need to create WP7 project and it will be installable on WP8, but:
On small devices like WVGA, application looks normal, but when i open it on 720p it doesn't use 100% height.
Example:
What the hell? If i open the same xaml in WP8 project all works perfect.
P.S. Full design is rubber - no hardcode in pixels or %. How to fix it?
Unfortunately, this is not possible. The WP7 apps running on WP8 devices are constrained in a 480x800 container.
To take advantage of the 720p screen, you'll have to build a WP8 version of your app.
That's because the different screen sizes and screen ratios. WP8 can run WP7 Apps, but at certain resolutions it uses a black rectangle to avoid lengthening the screen.
I am developing a game for Windows Phone 7 using XNA, and I have set it up so that it runs as a Windows XNA app as well. The thing that I am having a problem with now is simulating the XNA touch gestures using the mouse in the same way that the Windows Phone 7 emulator does. I can't use the Windows Phone 7 emulator because it refuses to run on my laptop, because the hardware isn't new enough.
Any ideas on where I might either find a library which can translate mouse data to touch gestures, or where I might find enough information to get started without huge amounts of guesswork?
Here is a good article about Gestures (CS)/Gestures (VB).
Article Overview
Compare the Gestures abilities of Windows Phone 7 to other major phone
platforms, and learn how to take both gesture and raw touch input on
Windows Phone 7. This article is a thorough comparison of the gestures
features available across the major phone platforms, and contains code
to support basic touch-based input scenarios.
I'm doing a phone app with some animations and they look really clunky on the emulator. I don't have a phone yet so this is the only way I can test my app.
Sometimes the animations start late (up to a second after user input) and the they are almost always very jagged. Far from the smooth fades and transitions that I've seen on the interwebs. I'm not using anything hairy - just basic rotations and opacity fades on one or two elements.
Does anyone else see this in the emulator? If not, i guess I have a bug somewhere. If so, is there a work around? Should I bump the priority of the xde.exe in process explorer? Other?
Thanks!
This may be a consequence of gpu detection no working on your system.
You can verify this by checking if you can see the frame rate counters.
Jeff Wilcox – Frame rate counters in Windows Phone
Note the emulator system requirements here also.
Setup and System Requirements for Windows Phone Emulator