Ashley I cannot find the xbox edge version , i looked through every menu but couldnt see it.
glerikud I compiled the 3 construct 3 performance test demos. So you can compare your own results against Xbox uwp.
For Xbox one s on uwp
fill rate done at 376 sprites. (Vs 129 on my i5 surface pro)
Bbox done at 1157 sprites. (Vs 25,654 on my i5 surface pro)
Quad done at 3982 sprites (vs 94,209 in my i5 surface pro)
As you can see the xbox graphics gpu fill rate is better ... Yea. Party.....(surface pro is integrated gfx so expected)
But....... The other numbers are totally wtf. It looks like the xbox CPU is being nerfed into oblivion when using uwp.
I made videos and can post if you like but it is just me launching remote machine debug from visual studio to Xbox one. Nothing to watch.
However here is a video showing 60 FPS on surface pro vs <10fps on Xbox one uwp.
Note in visual studio I am selecting remote machine debug. Selecting universal platform under project config and putting in the xbox IP address , that is it.
There seems to be a couple of posts on the unity forum detailing exactly the same 10 /15 fps with xbox uwp. one guy has profiles to indicate that only one cpu out of 8 is being used and that cpu is maxing at 10% capacity. There are no follow up solutions.
Im sure im doing something wrong. maybe its because its debug mode so its slowing down visual studio pc side to analyse the code.? i fully admit i have no idea what i am doing so anyone who has deployed to xbox one????
Ive been through all the instructions 10 times and from everything ive read there shouldn't be any such performance issues even with the uwp hardware restrictions.
Theres even an ms page mentioning construct
Ill have another play tonight