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EvilNando

VS cuts performance considerably

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I made a little app that renders a new sprite everytime a key is pressed, when launching from VS I get about 700 sprites before dropping below 16ms per render, on release it gets up to 2000 sprites

BUT....

If i just click on the .exe from windows I just get tired from spawning sprites before I can even see any slowdown...

what gives?

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VS has two ways to launch an EXE -- the default is "Start Debugging" (F5) and the other is "Start Without Debugging" (Ctrl+F5).

If you use the default option, then it attaches a debuggable memory management system to your EXE , which makes all mallocs/frees/news/deletes/etc slower than usual.

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Not sure if i understand you properly but... why not just bind another key to increment by 10, then another one by 100?

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