title: Threading with the Kinect
body: <p>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.</p>
  
  <p>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.</p>
  
  <p>Thanks for any advice you can offer.</p>
  
  <p>I am currently using OpenNI for the kinect drivers/api, and SlimDX for the directX side of rendering.</p>