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Home/ Questions/Q 7507069
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Editorial Team
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Editorial Team
Asked: May 29, 20262026-05-29T22:24:42+00:00 2026-05-29T22:24:42+00:00

I have a simple question, I’m trying to make an huge game for Windows

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I have a simple question, I’m trying to make an huge game for Windows Phone, but I still have a important bottleneck/issue/bad performance.

I’ve used the mango profiler, but I have seen no problem, infact it’s using only 10% cpu on my phone.

Let me show you the problem.

This is my Update

protected override void Update(GameTime gameTime)
    {
        if (TouchPanel.IsGestureAvailable)
        {
            var gs = TouchPanel.ReadGesture();
            switch (gs.GestureType)
            {
                case GestureType.FreeDrag:
                    Position += gs.Delta;
                    break;
            }
        }
        base.Update(gameTime);
    }

This is my Draw, where map is a 20×15 Texture2D

protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);

        spriteBatch.Begin();          
        spriteBatch.Draw(map, Position, null, Color.Red, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);
        spriteBatch.End();

        base.Draw(gameTime);
    }

The problem is that seems that the DRAW is TOO slow for the UPDATE, or kinda of.

For Example:

1) I drag the screen on the right, very slowly -> the map texture is correctly moving on the right

2) I drag the screen on the right, then on the left, quite fast -> the map texture is correctly moving on the right, but has a little lag when moving on the left, like it’s still moving on the right..

3) I drag the screen circularly making a circle in 1 second -> well, the map needs 3 seconds to make a move circularly..

What I’m doing wrong??

Should I show you a youtube video??

Thanks you very much!!
Luca

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-29T22:24:43+00:00Added an answer on May 29, 2026 at 10:24 pm

    FIXED!

    this was so stupid..

    it may happen that we have multiple touch in the same time before the draw, so we have to put a WHILE instead of IF on

    if (TouchPanel.IsGestureAvailable)
    

    then it will be

    while (TouchPanel.IsGestureAvailable)
    

    now it works like a charm!!!

    I hope that this will be helpful for people who may have the same problem

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