title: Monogame performance update logic very bad, why?
body: <p>Programs and versions i'm running:</p>
  
  <ul>
  <li>Windows 7</li>
  <li>Visual Studio 2012 Professional</li>
  <li>Monogame 3.2</li>
  <li>OpenGL project</li>
  </ul>
  
  <p>Problem: When i update my game in below loop, i open task manager and see that the program is taking up 25 CPU! this is way too much.</p>
  
  <p>The loop:</p>
  
  <pre><code>protected override void Update(GameTime gameTime)
      {
          if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
              Exit();
          // TODO: Add your update logic here
          if (angleCounter != 359)
              angleCounter++;
          else
              angleCounter = 0;
  
          base.Update(gameTime);
      }
  </code></pre>
  
  <p>The loop makes an angle (degrees) increment so that the image (png) i'm drawing is spinning constantly</p>
  
  <p>The drawing part:</p>
  
  <pre><code>protected override void Draw(GameTime gameTime)
      {
          GraphicsDevice.Clear(Color.CornflowerBlue);
          spriteBatch.Begin();
          // TODO: Add your drawing code here
          Vector2 location = new Vector2(200, 200);
          Rectangle sourceRectangle = new Rectangle(0, 0, sprite.Width, sprite.Height);
          Vector2 origin = new Vector2(sprite.Width / 2, sprite.Height / 2);
  
          float angle = (float)DegreeToRadianal(angleCounter);
  
          spriteBatch.Draw(sprite, location, sourceRectangle, Color.White, angle, origin, 1f, SpriteEffects.None, 1);
          spriteBatch.End();
          base.Draw(gameTime);
      }
  </code></pre>
  
  <p>EDIT: I have ran a profiler, this is what it says: 
  <img src="https://i.stack.imgur.com/xTSvx.png" alt="enter image description here"></p>
  
  <p><strong>Also: My computer itself is not the problem, it is a very high end PC that should be able to run a program like this with 01 CPU</strong></p>