Render Targets and textures don't get fully disposed on DirectX

DirectX implementation of Dispose method doesn’t really frees up memory. Here’s comparison of same program on directX and openGL


While task manager and msi afterburner show decrease in memory usage program still kind of uses memory and will start take longer to create new render target and will eventually crash with “out of memory” error

This problem can be caused by simple disposing and creation of new render target after window gets resized.

Problem was that I’ve initialized rendertarget and then replaces it’s refenrece with another render target. But for some strange reason openGL disposed unreferenced rendertarget, but directX didn’t