I have to draw several thousands of pixels per frame for a falling sand animation, up to now I drawed them with Sprite.Draw (and a 1×1 Texture), but this only worked for resolutions 256×256 or lower. So is there an faster alternative to draw individual pixels?
(Shaders will not work for my problem, since the logic is applied according to the pixels state)
You could try drawing points. I found this but it is only for DirectX 9.