Im using XNA 4.0 with the BEPU physics engine v1.2 and I have encountered some performance problems on Xbox. Im not sure if the my mesurements are an expected result of the Xbox (with alot of dynamic physics objects). So I wonder if anyone else thinks the numbers are fair or not?
Here's my mesurement:
Im runing a simulation with 100 dynamic boxes and a static plane as my ground. Now this sim is multithreaded on hardware threads 1, 3, 4 and 5 (Xbox) and I see a significant perf boost because of that. However the performance of the simulation varies between 3-5.5 ms for resting objects on the 360. Is that not way to much or is it fair? The PC version runs the sim at about 0.7-1 ms. However that version is multithreaded over 8 cores. But it's still a very big leap.