Memory leak in DX

First off, I’m probably doing something wrong! :slight_smile: I’m not expecting anyone to solve this, just give me a hint on where to look next.

[EDIT] I was correct, I’m an idiot… It seems that I did a “hack” while creating the menu system that ended up creating a new SpriteBatch each frame… My bad, sorry…

[ORIGINAL POST]
I have a constant increase in private bytes while my managed heap stays put at around 7 MB. I’ve attached an image showing the first 28 seconds but it just keeps growing. My drawing is not optimized at all at the moment so I do a lot of calls to DrawUserPrimitives at the moment.

What I’m looking for is tips on what I should know stuff about. Like how do I get a hint of what object that isn’t freeing up in unmanaged part. Should I dispose something?

I’m using theMonoGame.Framework.WindowsDX 3.2.99-Beta package.

The OpenGL-version does not leak.

Object count

Thanks!!!