Hi all again.
Well, I resolved the problem a few days ago. I don't know what was the exact reason for the improper running of the game but I can describe all I did since my anterior post.
I made changes in the shader. Now is simplier and each pixel and vertex shader only receives the data information that they need. Otherwise, my vertex format is 100 bytes long and maybe is a lot of data to tranfer to the VRAM for each part of the model in each frame. After this, I made a vertex buffer and index buffers for each part of the model to have the vertex information always in VRAM.
Later, I had a problem with textures because for each part of the model, the textures were cleared and updated again to the VRAM. I resolved this problem and the game went from 22fps to 55fps. Maybe, an overload of the VRAM makes the game freezes.
But after this, I had another problem. The game was decreasing its frame rate periodically. First runs at 55fps, five seconds later at 32fps and later returns to 55fps. I searched for info and I realized that the garbage collector was the problem. My code had many dynamic memory allocations in render part, and needed from many executions of the garbage collector. Maybe, too many memory dynamic allocations overloads the GC and it can't update the memory for new render updates.
After this problem was resolved, the scene renders always at 60fps in PC and XBOX.
Well, I hope that this can help you in that problem.
Greetings!!.