legalize:
Sorry, to clarify our engine is constantly streaming, the "level load" screen is only when starting or switching levels.
The problem is that I don't want to stall the game for upwards of *one whole second* just to release one D3DX resource. Our phyiscal loading is done in an alternate thread to mitigate that time, and I'm wondering if there a solution to this absurd delay.
Is it even possible to make a game with DirectX that streams data (effects, textures, geometry) constantly, without these huge stalls?
Roonda:
This is our hybrid build (optimsations on + debug info), using Direct3D set to retail, on a good machine (NVIDIA 8800), using Vista 64. As I said before the times are absurd, particularly when you look at their break down, sorted by time: Effect Release Times