Yes, I'm hoping for something REALLY valuable for reference in this thread. TGB, PTK, BlitzMax, Flash, Custom Engines, etc, etc. Alot of 2D tools have been released the past year. I would like to propose that a new sprite render benchmark be outlined so we can see some real world tests of various rendering engines and how they perform on our own equipment. After the program structure is agreed on, hopefully a few versions of the test would be coded and made available for others to download. Here's my basic program proposal we can start the discussion with: Resolution: 800x600x32. Should be able to run in window or full screen. Texture: A single texture used, 256x256 in size. (png or jpg) Sprites: 32x32. Inside the texture 16 different sprites would be defined. Program Design: Windows Platform, DirectX (any version) Preferably a "2D via 3D" solution. Vsync turned off so program can render as fast as possible. Up to 2000 sprites will be rendered. *Program starts off with 500 sprites. Left arrow key removes 100 sprites. Right arrow key adds 100 sprites, up to 2000 total. * When a sprite is reset or initialized, it should have a random start up screen position. A random image from the texture. And a random alpha value. Sprites move in a pong fashion around the screen, bouncing off the edges. Sprites move 1 pixel per frame update. (No time based code, etc.) Frame rate display should be toggled on/off by pressing the "F" key. When turned off, we can validate the frame rate by using something like Fraps, etc. Even though the Fraps I have only supports DX8 and up? Number of sprites on displayed should be toggled on/off by pressing the "S" key. ESC key exits program. I would love to see how TGB stands up to PTK or BlitzMax, etc, etc. Hopefully someone can design the basic texture to use. And finally, I hope this thread does not die with no interest.