So, the menu flickering actually occurs on the other computer even when it's not capturing?
Yes, it does. On any more powerful CPU (3 or 3.5 GHz).
Today I also made a change on the main loops, I did something like a distribution. So maybe it won't occur any more. I would have to check it out.
The one suggestion I can think of for this is to make certain that you are only calling display on the window once per frame/loop (and at least once per loop); it's possible that it's the result of flipping the buffer more than required (or not when required).
Remember, each cycle/loop/frame should have one clear, any number of draw calls, and one display.
Well, Hapax, so finally I have solved this tedious issue, thanks you
. In addition to having distributed the main menu, the option screen, and the game itself, each one into a class, instead of having tricky nested loops, today I learnt something very important: the Display() method does not destroy the contents of its previous call, so it's necesary to call Clear(), not only if you need to paint the screen ( window.Clear(Color.Blue) ). Also, I feel that I guess that this overload of the RenderWindow object (by displaying and not clearing) was the cause of the memory access violation exception that occured often, even when quiting the program.
Then, to the improvements I have been doing these days, now I add the fix of the menu screen flickering issue (the fixes were uploaded). So, thank you very much.