We ported an app to Windows 8, which ran fine before on iOS and Android and also runs fine on Win32 in native resolution (1366x768).
Now that we got a surface I tried to build an ARM package and was surprised to have a horrible performance (I am talking about something like 3-5 fps here) on the Surface RT.
When fiddling around with the HelloWorld Test Project I tried to set the resolution to 1366x768 and add a fullscreen background texture and a couple (less than a 100) of sprites between 80x80 and 150x150 and the FPS counter jumped from constant 60 to 20-30 fps.
Considering that this is not really a high number of objects, the resolution propably should be manageable and this test does not even include anything like animations or game logic this came quite shocking
I can only guess, but I would’ve assumed the hardware should be able to handle this kind of graphics.
Can we assume that there is further optimization planned for Win8 ARM devices or will this stay a problem in the future (I really have no clue about DirectX)?
Thanks a lot,