OK, so for the Windows 8 Store I usually choose C# XAML to compile to. Since that way I can add different elements in XAML such as additional splash screens or ads etc.
But I just realised that maybe I should choose C++ XAML to compile to. Would that be significantly faster?
I mean ignoring any of my own code would a game/physics/framerate etc run significantly faster choosing C++ instead of C#. And whats the advantage of choosing the D3D11 options?
The D3D11 options have been removed in Unity 4.5. They are supposed to give better performance, but there are bugs (on Windows side) and they prevent using some features (like TouchScreenKeyboard).
It looks like C++ XAML is actually a bit slower than C#, probably because of more native-manage crossings. The only reason to use C++ solution for now is if you want to replace system cursor, as this is not possible in C# (you can use software cursor from Unity, but it has a bit worse performance).
Hello, as far as I know. I may be wrong but if you only use managed stuff in C++, it’s going to be less effective to write the code ( I personally find c# more effective ). The resulting code will be mostly the same .net Intermediate assembly code (CLI) and end ups being interpreted by .net runtime. Plus the Aurimas’ points, I’d stick to C#