Also, bear in mind that SlimDX is just a wrapper over "regular" DirectX. So we're using the exact same DirectX as any other commercial game, but with an added SlimDX layer to convert it into C#. In general, I think our throughput is perhaps 9% to 11% lower than it could be if it was native C++ code, in terms of graphics and such. But as for the actual game code, that's all native C# and so there's no translations taking place back and forth. So, we run as fast as the code is designed, it's all about algorithm design and good architecture past that point.