Managed Code Performance on Xbox 360 for XNA: Part 2 – GC and Tools

…continuation of Part 1, it can be found here   Memory and Garbage Collection   One common concern for game developers is the garbage collector. By design, GCs trade off determinism for convenience. Luckily, keeping the GC predictable is fairly straightforward. Two variables to pay attention to are: How long a GC is taking (aka. GC…

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Managed Code Performance on Xbox 360 for XNA: Part 1 – Intro and CPU

Introduction Now that XNA Game Studio Express 1.0 is out, it’s time to start writing managed code for the Xbox 360. Performance is a popular topic that’s been on this blog and the Xbox is likely no exception. The bottom line for gaming performance is framerate. The de facto framerate standard these days seems to…

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