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XNA 360 Profiling

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I've got an XNA game that runs fine on PC. I'm using System.Diagnostics.Stopwatch to time my update and draw functions. On the PC, the update takes about 1 - 3ms, the draw can take about 16ms. On the 360, they both are taking around 12 - 15ms each. So that should be about: 15 + 15 = 30ms 1s / 0.03s = 33.333fps But I'm getting about 2fps on the 360. So I'm trying to track down the cause of the slow down. I was thinking it might be the GC. I've used NProf to try and check it, the GC latency time is about 30ish ms every second or so, but I'm not entirely sure what values I should be seeing in NProf. Any pointers?

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Sorry, I meant I'm using XNA Framework Remote Performance Monitor for Xbox 360 instead of NProf for profiling the GC

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