I am writing a C# application that is using the Kinect, i am taking the output currently and writing it to a Shader Resource and rendering it as a texture, my issue is that the Kinect (apparently) only runs at 30fps, so it is throttling my performance badly.
What is the best way to overcome this, is it multithreading? Is there some sort of design pattern that would help with this type of issue? As far as i can tell i may want to have the kinect processing the data on a thread, and then get access to it when the process is finished, but i'm not sure where to start with that in a safe manner.
Thanks for any advice you can offer.
I am currently using OpenNI for the kinect drivers/api, and SlimDX for the directX side of rendering.