I just started using XNA recently, and I've developed a little platformer that draws sprites on the screen for the tiles of a map. I've noticed on certain computers, I see a slowdown from 60 FPS to 6 FPS when drawing various parts of the map. As far as I know, I'm not drawing anything more on the screen at these times than any other time. The strange part is that when the app is running at 6 FPS, it almost seems like I can see the screen update from top to bottom, as if the blit were taking a long time to copy from back buffer to front buffer.
I know this is extremely vague question, but maybe someone can point me in the right direction. I'm using SpriteBatch to draw the maps, and all sprites are coming from the same large texture. The texture is being stored as ResourcePool.Managed. The slowdowns seem to occur even on relatively decent radeon 9800 pro cards (which should be more than enough for drawing sprites, right ).
One thing that occurred to me: could the texture be too large in some way, causing lage amounts of data to be copied from system to vid ram

Strange slowdown for sprite graphics
Ritesh305
Another guess if the times that it slows down seem random.
Try turning off multi sampling - I think the beta has this turned on by default. On occasion such as a tooltip pup up, medai players task bar pop up you will see terrible slow downs due to a DirectX issue with that kind of pop up. There is no workaround other than turn off the multi sampling or run in fullscreen.
Arunv
Thanks ZMan! That was definately the problem. I think I have other wierd performance issues, but that was definately the major issue.
-Tim
CodeScribler