Quote:
Originally Posted by scottmc29
If you can get it to call Present at 60FPS, that would mean it's running at full speed since the video and processor are syncronized. However it sounds like it's hogging the Zune CPU and XNA doesn't have time to update.
The next version should be slightly faster as the memory system has been changed. The switch statements in memory.cs are gone and there's no inheritance. After that I'll be working on the processor code, profilling shows it to be the biggest bottleneck(it was Tile.Draw before).
Also has anyone tried using the frame skipping feature. I know I ask this all the damn time, but it's been weeks now and nobody has said anything. I added that just for you guys, hoping it would speed things up.
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Heh, yeah I've used it. It does speed it up a little, not by much though.