If you find that a Managed DirectX application you’re developing is taking a very long time to shut down, make sure that you’re disposing all the Vertex Buffers (and other pooled device resources) in the reverse order that you created them.

I’ve been working with Managed DirectX seriously for about a week now and I’m pretty impressed so far. There are a few gotchas I’ve run into like the above, but for the most part it’s been easy to get up to speed. It’s actually more similar to OpenGL than I expected.