First, thanks for your feedback. I realize I've been a bit too vague in my initial post; however your suggestions reflect what I initially suspected. Let me clarify a bit. I'm currently working on a 3D game and I've created a texture loader using the producer / consumer queue pattern. Depending on the view distance and the player position, I load and unload landscape textures from hard disk. I assumed (wrongly) that loading textures from another thread would be non-blocking for the main thread; this was not the case, since upon testing I was experiencing hiccups. In another forum I read that perhaps an asynchronous loading would generally perform better (i.e. no hiccups). Seeing as I'm bound to load many textures per loader usage, I was curious to know about the performance of FileStream objects. I know they have to be correctly disposed; I'm not sure how the loader would behave when there are many concurrent asynchronous locks - if there's such a thing. I know some testing would pretty much answer, but I thought that having some feedback, some first-hand experience on the matter would save me some time (which is never enough!). Thanks again for any further advice, Rob PS: For any of you interested, some game screenshots can be found in the Gallery section of www.darkmana.com[^]