when i uses BlendState for Beign fps will be down

                BlendState renderState = new BlendState
                    ColorSourceBlend = Blend.BlendFactor,
                    ColorDestinationBlend = Blend.One,
                    BlendFactor = new Microsoft.Xna.Framework.Color(1f, 1f, 1f, 1f) * rate

Blend states requiring actual blending are way more expensive than those that do not during rasterization. For example Opaque is way cheaper than Alpha Blend. This difference is negligible at low overdraw but will get fairly pronounced at high overdraw.

Second thing: you can’t really meassure graphic events using CPU profiler, you either have to use graphic debugger/profiler or you have to create query (difficult in MG as far as I am aware).

Also creating new blendstate each frame (if that’s what’s happening) is suboptimal, but fairly insignifically in this context.

:sweat_smile: So how can I solve this problem

Well, is it really a problem? We would need way more info to be able to determine next steps (and to confirm the cause).

i found the bug, the code create a new BlendState when every frame to draw :sweat_smile: :sweat_smile: :sweat_smile:

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this is my bad