However, When scrolling fast, I get DirectX errors in log E_OUTOFMEMORY - seems, that textures are faster pushed to render device, than are disposed - maybe @tourettes can you comment? Will your maps solve such issues?
I guess @Scythe42 is much better person to answer any DirectX (or even Skin Engine) resource management issues. Are we relying on the GC to dispose the textures and therefore they are left "over" for extensive preriods of time? Or are we assuming that every texture that is loaded in a view is required by the EPG all the time so they aren't even tried to be disposed?