# Is it safe to run multiple XNA ContentManager instances on multiple threads?

My XNA project currently uses one ContentManager instance, and one dedicated background thread for loading all content.

I wonder, would it be safe to have multiple ContentManager instances, each in it's own dedicated thread, loading different content at the same time?

If there are two textures created at the same time on different threads, they will clobber the other and you will end up with some garbage in the textures.

I think that what the author is saying here, is that if I access one ContentManager simultaneously on two threads, I'll get garbage. But what if I have separate ContentManager instances for each thread?

If no-one knows the answer already from experience, I'll go ahead and try it and see what happens.

• It's a good question, but If no-one knows the answer already from experience, I'll go ahead and try it and see what happens. should be done before asking this question. – Austin Brunkhorst Nov 2 '12 at 3:22
• Thanks @AustinBrunkhorst, I don't disagree, but this does make a nice place to share the answer once I find it don't you think? – Boinst Nov 2 '12 at 4:35
• The author of your linked article seems to be stating that creating textures is not thread-safe in XNA (ie: irrespective of how you use ContentManager). I have never heard this before - and I can't find anyone else making the same claim. But I have seen many people saying that it is safe, including original XNA team lead Shawn Hargreaves, in MikeBMcL's link (and several other places). – Andrew Russell Nov 2 '12 at 11:35