It runs sooo fast on PC/preview, and the Xbox is able to run such huge 3-D games, that I wonder if I'm missing something big somewhere between C2 and Xbox? The "Running app memory" of the Xbox Device Portal is almost always maxed out. I'd also rather avoid going down the "blame C2" route, and it's not like I have a choice anymore anyway. I reviewed these 3 manual pages:
https://www.scirra.com/blog/112/remembe ... our-memory
And made whatever changes I could, always choosing performance over quality. The slowest area in my game by far is the character creation mode, which I'm guessing is due to almost a thousand tiny jpgs that the events use for customization selections. I probably know very little about this stuff, but is there any way that, on the current layout, all images on all hidden layers can be treated as if they don't exist, so that they don't impact memory at all, until the layer is visible, at which point only then the objects are created? I'd much rather have delays at certain times, than an overall snail pace. (Actually, I'll probably try that: Make a backup of the char creation layout, make new events that create all needed objects exactly where they need to go when that layer is visible, and use a local variable to determine when ALL objects are again deleted every time a new layer instead becomes visible. But, hooboy, that'll take a while.)
In the meantime, any advice would be appreciated.