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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