Original Post
So I figured I'd look into XNA/C# to widen my horizon. Now everything went smoothly until I changed the resolution of my Program. At the time I was only displaying 3 sprites and it went all choppy. Full screen on the other hand seems ok'ish again. Even an "empty" program has bad performance. I just checked that by creating a XNA project and inserting:
into the Initialize function and
into the Update function.
This outputs wildly varying times in the range 20-50ms.
Hardware shouldn't be an issue since a i5-580m and a GTX260m should be plenty.
Not changing resolution or going fullscreen gives ok performance. Weirdly it still seems to be vsynced even with IsFixedTimestep = false.
graphics.PreferredBackBufferWidth = 1024;
graphics.PreferredBackBufferHeight = 768;
graphics.IsFullScreen = false;
graphics.ApplyChanges();
this.IsFixedTimeStep = false;
into the Initialize function and
System.Console.WriteLine(gameTime.ElapsedGameTime.TotalMilliseconds);
into the Update function.
This outputs wildly varying times in the range 20-50ms.
Hardware shouldn't be an issue since a i5-580m and a GTX260m should be plenty.
Not changing resolution or going fullscreen gives ok performance. Weirdly it still seems to be vsynced even with IsFixedTimestep = false.