I'm seeing very poor performance while using the managed DirectDraw wrappers for WindowsMobile.
Microsoft.WindowsMobile.DirectX.Direct3D
I would appear the biggest bottle neck is calling Device.Present() after building up the scene.
When using the System.Diagnostics.Stopwatch and running this very trivial exmaple Using Sprites on MSDN
I'm seeing it's taking approximately 150ms to call the Device.Present() method.
I'm seeing this on my AT&T Tilt and on the emulator.
In larger applications such as the UltimateGMan sample it's taking over a second to call this method.
Does anyone have any experience with using DirectX on mobile devices? What am I missing? I would prefer to stay in the managed world but if I drop back into C++ would I see better performance?