Right so, I have been playing around with Visual Studio.
It is truly a horrible piece of software
I have been deploying in "debug" mode. This is clearly analysing all the script and performance frame to frame, and doing so causes the 10/15 fps.
so then I tried deploy in "release" mode. this should give real performance results, Visual studio will not let me do this. it keeps throwing up errors saying I haven't specified the "remote" build machine when the xbox which it sees has been clearly selected in the config menu under release configuration. I got around this by specifying the ip address instead but then it starts the build but cannot complete the build because my "firewall may be blocking connections". I disable firewall. no change. This sort of stuff is beyond me.
so I go back to debug mode, again no problems it sees the xbox but the dbug mode is clearly slow.
so then I select performance profiler under debug mode this appears to be a debug mode but runs without the debuging data and instead gives a nice graph of performance.
surprise - things are looking much better. now getting 30-40 FPS game is almost playable.
so this is as far as I have got. but it makes me suspect that if I could get the release mode working things would be much better
in fact what I really want to do is just build an uwp app and side load it without any visual studio intervention and just see how it plays.
is this possible? nobody here deployed to xbox? anyone give any insight?
@ashley understand you are busy with C3 but when you can could you guys put together a tutorial / guide for xbox deployment.
PS small update ok I got the "release" deployment working by randomly selecting "x64 architecture" (FYI MS recommend any selecting "any CPU") so it had nothing to do with firewall. but no change in performance 30-40 fps.
im going to leave it here for now and have slightly changed the title of the post to reflect these findings
I would love someone who knows what they are doing with visual studio to pitch in.