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[windows store] why a drastic lost of FPS after a build for windows store?
Hi friends,
I'm trying to export a pc game I made into windows 8. When I test my game on a standalone PC version, it runs around 60 fps. I build it for windows store solution (using XAML C# solution) to export my game on windows 8. This windows store app build runs around 11 fps. what a surprise.
I did some tests during 2 weeks, and the best example is : I created new unity project.(flat terrain, 20 objects, 1 light, 1 camera, no script) 60fps When I compile for windows store, this test project runs at 18fps.
Does anyone encounter this problem?
thanks a lot for your help
The same problem here, I have an issue with the performance after a build on Windows App Store. Everything is O$$anonymous$$ with a standalone PC .exe. If somebody have an idea/solution... $$anonymous$$eep the good vibes Vid52 !
Answer by subsociety · Feb 01, 2016 at 04:57 PM
We've been running into the same issue on project--compiled to EXE with great performance, but a drop in FPS when compiled to a Windows Store App. I'm not sure what's causing this, but assume some of it has to do with Windows App restrictions possibly at runtime? And the EXE is compiled with Mono, whereas the app compiles through VS. Frustrating for sure.
Answer by developersice · Oct 26, 2017 at 11:21 AM
We are experiencing the same issue with the Windows Store App UWP (Universal Windows App) format. A standard .exe build runs smooth but there is an unexplainable drop in framerate when building to UWP?
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