I am currently working on a project that does 2D sprite-like graphics on Windows 8 (Metro-style app). For that purpose I am using Direct3D with quads to act as sprites.
My problem is that it get's very slow (30fps at 100 sprites) and profiling led me to believe that the bottleneck is withing the CreateBuffer call. How can I solve that problem in an elegant way? Wouldn't gathering copying vertex data from all elements that share the same texture in a single, bigger, buffer be more cost-prohibitive, as it is all done on the CPU?