Hi J-S,
Never do any performance testing in debug, especially using Visual C++! An erratic frame rate and stats is exactly what I have come to expect in debug. Visual C++ and its iterator and other debugging facilities really get in the way and make the stats useless.

If you get the performance you want in release, that's all that matters. You won't ship debug binaries to your clients will you?
You're correct. We never will be shipping debug binaries. However, it's come to the point where the debug performance is hindering our development. My colleague with the quad core desktop sees ~3 fps, and it's decreasing his productivity.

I'd be willing to live with having to go into the task manager and set the processor affinity if we are using the debug build, or setting it programmatically for debug builds, but if there's a root cause that can be fixed, I'd rather do that. That way, the debug and release builds stay as similar as possible and testing in one is likely to produce the same results as the other.

Having said that, your insight on the STL debugging facilities is very helpful. Thanks for your reply.

Jesse
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