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Home/ Questions/Q 7719065
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T03:19:14+00:00 2026-06-01T03:19:14+00:00

So, since the last question, I found that my solution is to duplicate the

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So, since the last question, I found that my solution is to duplicate the texture to prevent reference issues. However, I’m questioning:

    Color[] color = new Color[screen.Width * screen.Height];
    InputRenderTarget2D.GetData(Color);
    OutputRenderTarget2D.SetData(color);

For one, is this efficient when ran 60 times per second? Although it’s setting 1 texture, I’m performance-paranoid and WANT to keep performance at its decent or best. Will it cause “majorly-noticable framedrops” and the like?

Second, will it boost performance that instead of creating a new Color array, I recycle one?

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  1. Editorial Team
    Editorial Team
    2026-06-01T03:19:16+00:00Added an answer on June 1, 2026 at 3:19 am

    I believe this will harm performance because the GetData()/SetData() calls will transfer the rendertarget data to main memory. IMO, the better alternative would be to render InputRenderTarget2D to OutputRenderTarget2D using a quad of the same size. This will prevent CPU-GPU data transfer.

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