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		<title>Speed difference between debug and published version</title>
		<link>http://rbwhitaker.wikidot.com/forum/t-400001/speed-difference-between-debug-and-published-version</link>
		<description>Posts in the discussion thread &quot;Speed difference between debug and published version&quot;</description>
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		<lastBuildDate>Mon, 16 Mar 2026 14:58:30 +0000</lastBuildDate>
		
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				<guid>http://rbwhitaker.wikidot.com/forum/t-400001#post-1321610</guid>
				<title>Re: Speed difference between debug and published version</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-400001/speed-difference-between-debug-and-published-version#post-1321610</link>
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				<pubDate>Tue, 06 Dec 2011 03:25:57 +0000</pubDate>
				<wikidot:authorName>rbwhitaker</wikidot:authorName>				<wikidot:authorUserId>88099</wikidot:authorUserId>				<content:encoded>
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						 <p>Some screenshot/video capture programs don't know exactly what to do with a DirectDraw surface. I've used SnagIt before (it costs money, but is a pretty nice program) and it works with that. That's my best guess for what the problem is. Does a normal &quot;push the Print Screen button and paste it into Paint&quot; work?</p> <p>As far as the email goes, it may easily be because of the size (XNA games can get pretty big really quickly&#8212;try sending me a .ccgame file maybe? <a href="http://rbwhitaker.wikidot.com/packaging-your-game-for-other-xna-users">http://rbwhitaker.wikidot.com/packaging-your-game-for-other-xna-users</a>).</p> <p>I still can't comprehend why it might be running slower in &quot;production&quot; over in debug mode. That just seems so bizarre. I'm wondering if your graphics card likes certain resolutions better than others. Are you doing anything to change the resolution when you go into full screen mode or anything?</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-400001#post-1279720</guid>
				<title>Re: Speed difference between debug and published version</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-400001/speed-difference-between-debug-and-published-version#post-1279720</link>
				<description></description>
				<pubDate>Wed, 12 Oct 2011 16:03:02 +0000</pubDate>
				<wikidot:authorName>WindwalkerDM</wikidot:authorName>				<wikidot:authorUserId>1158597</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey there RB;</p> <p>Yeah with published I am meaning the version that I run from windows, not from my development environment. So according to what you say it should run faster but alas, it is slower.</p> <p>Another small clue might be that the speed difference I notice when I run the game in windowed mode and fullscreen. I noticed this during my (pathetic) debugging attempts. I normally run the game in fullscreen, but I can't switch to debug in this case. So if something goes wrong, I comment out the &quot;graphics.IsFullScreen = true;&quot; line. And then the game runs slower than it was in fullscreen, about the speed of the &quot;published&quot; exe speed.</p> <p>By the way I tried to send you the game several times but your mail provider doesn't like my attachments no matter what I do. Then I decided to capture the game video as I played it, but recorder just shows up a white window with my windows mouse curser running around as I try and aim during the game. Same with screenshot attempts. Any idea?</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-400001#post-1279631</guid>
				<title>Re: Speed difference between debug and published version</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-400001/speed-difference-between-debug-and-published-version#post-1279631</link>
				<description></description>
				<pubDate>Wed, 12 Oct 2011 13:17:16 +0000</pubDate>
				<wikidot:authorName>rbwhitaker</wikidot:authorName>				<wikidot:authorUserId>88099</wikidot:authorUserId>				<content:encoded>
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						 <p>There is definitely a difference in speed between debug and release modes. In debug mode, everything is slower because there's a ton of extra code being executed to allow the program to know what line it is running on and handle breakpoints and unhandled exceptions.</p> <p>Having said that, it usually doesn't cause people's games to run slow. Usually games are runnning so fast that the computer is sitting around waiting between frames.</p> <p>So, yeah, if you use GameTime instead of just assuming that the game is running at a particular frame rate, you shouldn't notice any real problems if you're seeing that dramatic of a change in performance.</p> <p>OH WAIT&#8230;. Are you saying it is FASTER when you're debugging? That's very odd. When you say &quot;published&quot; version, are you talking about something that is running on the Xbox 360, or just running it on the PC, from within Visual C# Express without debugging? I know the Xbox 360 handles some things differently&#8212;like garbage collection. I made a game once that created tens of thousands of objects (and by that I mean just simple classes, not game objects being drawing on the screen) and it worked fine on the PC, but on the Xbox 360, it was incredibly slow, because of the difference between the two. Do you think you could provide some more information about what you mean by &quot;running through your published application&quot;?</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-400001#post-1279314</guid>
				<title>Speed difference between debug and published version</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-400001/speed-difference-between-debug-and-published-version#post-1279314</link>
				<description></description>
				<pubDate>Tue, 11 Oct 2011 23:59:13 +0000</pubDate>
				<wikidot:authorName>WindwalkerDM</wikidot:authorName>				<wikidot:authorUserId>1158597</wikidot:authorUserId>				<content:encoded>
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						 <p>Hello there.</p> <p>I am working on a simple 2d shoot em up, and I noticed something&#8230; Maybe it's common knowledge but I want to be sure I'm not doing anything wrong.</p> <p>So in IDE when I press f5 to test my code, the game is faster than the gameplay when I run through my published application. It's about %20 faster. Even if this is supposed to happen, I didn't like this&#8230; Everything was tied to GameTime so it didn't break anything but it became a little bit easier. Am I doing something wrong?</p> 
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