I agree with what's been said above, you seem to misunderstand how the graphics card and the API work. Just because you've called draw, doesn't mean that it's on the screen, nothing gets drawn *at all* until Present is called in EndDraw, which you should just think of as "the end of the draw method". All calling draw does is setting up a queue of draw calls that will have no visual impact until 2-3 frames later. Do what George suggested and start a timer as 1 second, decrement time as it passes, and when it reaches zero, stop drawing the splash. The way you're doing it currently is just never going to work.