Thank you for the reply! I do appreciate the help :) Sorry I was not being specific - basically, I'm finding that if I draw pretty much *any* Texture2D, the CPU usage goes up exponentially.
I have a series of game board pieces which are PNG Texture2D's. They are put into the sprite batch at varying sizes/transparencies according to an associated object of a simple data class.
Taking a look at my code, if I have the following things rendering on screen in my Draw method:
1) A background PNG file, 800 x 480
2) A game "board" PNG file, 460 x 460
3) A game piece PNG file, 50 x 50 (scaled)
4 & 5) Borders for the game pieces - PNG files, 54 x 54 and 470 x 470. They are mostly transparent.
So that's only 5 PNG files being rendered to the screen - nothing else is happening in my game, no loops or anything. It's just rendering those 5 PNGs into the spritebatch. This uses about 50% of CPU. If i just render the background PNG and nothing else,
it's at about 20%.
Is there some sort of problem with PNG files, or with transparent textures? Maybe I'm missing hardware GPU caching or something? Or is this just the way SilverSprite is?
Thank you again in advance for any help - I really do appreciate it :D