Hi,
I am currently in progress of porting a game from iOS/Android to Windows Phone 8. The game performs very well on the former platforms, but the Windows Phone 8 version does not run even closely as smooth.
It seems like the game is very much fill-rate bound on WP8. This makes sense considering that the GL ES versions are rendering into a 16bpp frame-buffer, which does not seem to be possible on WP8/D3D11.
The only supported swap-chain formats are DXGI_FORMAT_B8G8R8A8_UNORM_SRGB and DXGI_FORMAT_B8G8R8A8_UNORM, as swap-chain creation fails for all other formats.
Is there any way to change the swap-chain format to 16bpp? Do you have any other advice regarding WP8/D3D11 specific optimizations for Adreno-GPUs?
Thanks and best regards,
Florian
Performance issues on Windows Phone 8
Posted: Thu, 2014-03-20 09:59
Hi Florian.
You are correct with the conclusion that no 16bpp format is available. However, we are doubtful that this could be the reason for the performance bottleneck.
If you are able to,run gpuview and get a trace for us to review.
https://developer.qualcomm.com/forum/qdn-forums/maximize-hardware/mobile-gaming-graphics-adreno/27520