

ProEssentials v11 is the first premium charting library for WinUI 3 built on a ground-up native C++ engine. Every other WinUI chart on the market is a managed .NET control that draws through the XAML layer. ProEssentials instead hosts the same native Direct3D and Direct2D engine that has powered its C++ MFC, Delphi, ActiveX, WinForms and WPF products for years, now running directly under WinUI 3.
That native engine is the reason ProEssentials can stream 100 million points in real time, render true GPU 3D and 4D surfaces, and ship as a native ARM64 binary. It is also licensed the way developers used to expect: a one-time perpetual purchase with free lifetime support, rather than a subscription you renew every year.
The tables below compare ProEssentials against the four component suites that ship a WinUI chart control today: Syncfusion, Telerik, DevExpress and ComponentOne.
Quick NuGet clone, build, run? Grab the ProEssentials WinUI starter on GitHub (GigasoftInc/winui-starter).
The single biggest difference runs down the first data row: ProEssentials renders with a native C++ engine, while every competitor renders through managed XAML. Almost everything else on this page follows from that.
| Factor | ProEssentials | Syncfusion | Telerik | DevExpress | ComponentOne |
|---|---|---|---|---|---|
| Rendering Engine | Native C++ Direct3D + Direct2D — one engine shared with MFC, Delphi and ActiveX | Managed XAML; WriteableBitmap fast series | Managed XAML; Composition ContainerVisuals | Managed XAML control | Managed XAML; optional Direct2D render mode |
| Large-Data Ceiling (2-D) | ✅ 100 million points, real time (GigaPrime2D) | Bitmap fast series; million-point benchmark is WPF | Aggregate the data before binding | Sampling; largest figures are WinForms | Direct2D mode; 50k published (WinForms) |
| Data Loading Model | Zero-copy — reads your existing float[] in place | Object-per-point ItemsSource | Object-per-point ItemsSource | Object-per-point ItemsSource | ItemsSource binding |
| GPU 3-D / 4-D Surfaces | ✅ Native Direct3D — surface, wireframe, scatter, contour, 4-D color | 2-D charting focus | 2-D charting focus | 2-D charting focus | 2-D charting focus |
| Native ARM64 Engine | ✅ Yes — PEGRPARM64I.DLL native binary | Managed .NET (ARM64 via runtime) | Managed .NET (ARM64 via runtime) | Managed .NET (ARM64 via runtime) | Managed .NET (ARM64 via runtime) |
| How far the same control reaches | One engine, one PExxx API — WinUI, WPF, WinForms, C++ MFC, Delphi, ActiveX, embedded scenarios, plus basic web reporting via WebForms | WinUI control targets Windows desktop; web and mobile are separate product lines | WinUI control targets Windows desktop; web and mobile are separate product lines | WinUI control targets Windows desktop; web and mobile are separate product lines | WinUI control targets Windows desktop; web and mobile are separate product lines |
| AI Code Assistance | pe_query.py — answers validated against the compiled DLL | Docs and AI chat (can hallucinate) | Docs and AI chat (can hallucinate) | Docs and AI chat (can hallucinate) | Docs (can hallucinate) |
| License Model | Perpetual — one-time, royalty-free | Annual subscription | Annual subscription | Annual subscription | Annual subscription |
| Activation | One key for all your apps — set at dev setup, no phone-home | License key registered in app code | License key in the project | License key in the project | License key in the application |
| Support | Free, unlimited, lifetime of the version | With active subscription | With active subscription | With active subscription | With active subscription |
| What You License | A focused charting product | Full suite (chart is 1 of 100+ controls) | Full suite (chart is 1 of 100+ controls) | Full suite (chart is 1 of 100+ controls) | Full suite (chart is 1 of 100+ controls) |
A managed WinUI chart builds its picture in .NET and hands the result to the XAML compositor. That is fine for a few thousand points, but the object graph, garbage collection and per-point marshalling become the bottleneck as data grows.
ProEssentials skips that layer. The C++ engine talks straight to Direct3D and Direct2D, builds chart geometry on the GPU with compute shaders, and reads your data arrays in place. The WinUI control is a thin host around that engine, not the renderer itself.
Because the engine is the same native code across C++ MFC, Delphi, ActiveX, WinForms, WPF and WinUI, a chart looks and performs the same everywhere, and the API you learn once carries across all of them.
| Library | WinUI Rendering | Engine | Shared Engine Reach |
|---|---|---|---|
| ProEssentials | Native Direct3D + Direct2D | C++ | WinUI, WPF, WinForms, MFC, Delphi, ActiveX, WebForms |
| Syncfusion | XAML + WriteableBitmap | Managed .NET | WinUI only (web/mobile are separate products) |
| Telerik | XAML + Composition visuals | Managed .NET | WinUI only (web/mobile are separate products) |
| DevExpress | XAML | Managed .NET | WinUI only (web/mobile are separate products) |
| ComponentOne | XAML + optional Direct2D | Managed .NET | WinUI only (web/mobile are separate products) |
ComponentOne's FlexChart does offer a Direct2D render mode, so ProEssentials is not the only WinUI chart that can touch Direct2D. The difference is that ProEssentials is a fully native C++ engine end to end, with GPU 3D and a native ARM64 build, rather than a managed control that calls into Direct2D for one fast path.
A ProEssentials chart is not drawn by XAML. The native engine creates its own DXGI flip-model composition swap chain (BGRA8, two buffers, FLIP_DISCARD) and hands the resulting IDXGISwapChain1 to the XAML host through ISwapChainPanelNative::SetSwapChain. From that point the chart's pixels are composited by DWM directly into your visual tree: no intermediate WriteableBitmap, no per-frame CPU copy, no XAML shape tree to walk. The Direct2D device context is created on that same D3D11 device and targets the back buffer itself, so 2-D content is drawn by the GPU into the very buffer DWM is about to present. We render in device pixels at 96 DPI with a half-pixel transform, which is why axis rules and grid lines land on exact pixel boundaries instead of smearing across two.
Latency is deliberate. DXGI will happily buffer two or three frames ahead; we call SetMaximumFrameLatency(1) so the present queue never grows. Combined with on-demand rendering, presenting when your data changes rather than on a 60 fps loop, the chart stays responsive under a drag without spinning the GPU when nothing is moving. A zoom-box drag gets further help from the RenderPriority property, which escalates the drag above routine chart repaints so the box tracks the pointer instead of starving behind them.
It is worth being precise about what WinUI changed here. WPF's DirectX interop still runs through D3DImage, a Direct3D 9Ex shared-surface path that dates to 2008: D3D11 content must be copied into a D3D9Ex surface before WPF's compositor will accept it. Every WPF charting library inherits that hop, ours included. It is a platform constraint rather than a vendor choice, and it is a large part of why the same engine presents with less latency under WinUI than under WPF.
Two details from the 3-D path show how particular composition is. DXGI does not allow a flip-model composition swap chain to be multisampled, so when MSAA is enabled the engine renders the 3-D scene into an offscreen multisampled target and resolves it down into the single-sample back buffer; you keep smooth edges on a surface plot without giving up composition. The 2-D and 3-D swap chains also differ in alpha mode on purpose. The 2-D chain is premultiplied so the chart composites over your XAML background, while the 3-D chain is opaque, because the 3-D scene clears with zero alpha and the Direct2D axis overlay writes color but not alpha. Under a premultiplied chain, DWM would treat those overlay pixels as transparent and the titles, legend and axes would silently disappear.
Overlays get the same treatment rather than a compromise. Real-time table annotations render into a second, fully transparent composition swap chain, created on the same D3D11 and Direct2D devices and bound to its own panel in the control template. It shares the chart's half-pixel transform so the two layers align pixel for pixel, and it repaints independently: updating a live table overlay does not re-render the chart underneath it.
Large-data behavior is where the native engine shows most clearly. ProEssentials points the chart at your float array and sends all 100 million values to the GPU, with no special series type to select. Every point is processed there: when the data is denser than the display, a filtering compute shader condenses each pixel column to 50 min/max pairs, or 100 plotted points per pixel, so every spike survives and dense regions render as a true solid fill, exactly as they would if every point were drawn individually. The managed suites can show large sets too, but they lean on viewport-width downsampling or bitmap fast-paths, and they copy your data into object collections first.
| Factor | ProEssentials | Syncfusion | Telerik | DevExpress | ComponentOne |
|---|---|---|---|---|---|
| Plots 100M in real time? | ✅ Yes — natively | ⚠️ Bitmap series (WPF benchmark) | ⚠️ Aggregate first | ⚠️ Sample first | ⚠️ Direct2D (50k published) |
| Data model | Zero-copy float[] pointer | Object-per-point | Object-per-point | Object-per-point | ItemsSource binding |
| Special series type needed? | No — same control at any size | Yes — FastLineBitmapSeries | Yes — sampling settings | Yes — sampling settings | Yes — Direct2D render mode |
| Full-fidelity display | Lossless GPU min/max filter | Bitmap rasterization | Downsampled subset | Sampled subset | Direct2D rasterization |
We wrote the full 100-million-point walkthrough, with WinUI code for every library, as its own article. Read the WinUI 100-million-point comparison.
The mainstream WinUI suites concentrate on 2-D cartesian and financial charts. ProEssentials brings its native Direct3D pipeline to WinUI as well, so the same control renders 3-D surfaces, wireframes, scatter clouds, contours and 4-D color-mapped plots on the GPU. For engineering, scientific and signal work that needs a real surface plot rather than a stylized 3-D bar, this is a category the managed controls do not compete in on WinUI.
ProEssentials is one public download with no account and no registration: PE11-Setup.exe from our website. It installs everything locally, including the full example set, the local help system, and a TestBed of pre-built EXEs you can run the moment setup finishes. NuGet packages are also provided for project-level installs, but a NuGet carries the assemblies only: no help system, no examples, no TestBed. That is why we recommend the setup for evaluation.
| Factor | ProEssentials | Syncfusion | Telerik | DevExpress | ComponentOne |
|---|---|---|---|---|---|
| How you get it | One public download — PE11-Setup.exe | Account, then installer or NuGet | Account, then installer or feed | Account, then private feed | Account, then installer or NuGet |
| Account to evaluate? | No | Yes | Yes | Yes | Yes |
| NuGet option | Yes — local feed added by setup, plus nuget.org | Yes | Yes + license key | Private feed + credentials | Yes + license key |
| What the download gives you | Assemblies + full example set + local help + pre-built TestBed EXEs | Suite installer / demo app | Suite installer / demo app | Suite installer / demo app | Suite installer / demo app |
On WinUI every vendor inherits the same platform requirements. An unpackaged WinUI application needs the .NET 10 Desktop Runtime and the Windows App SDK Runtime on the target machine, and you distribute the entire output folder rather than a single EXE. What differs between libraries is only what the chart itself adds on top of that.
| Factor | ProEssentials | Syncfusion | Telerik | DevExpress | ComponentOne |
|---|---|---|---|---|---|
| Runtimes on the target machine | .NET 10 Desktop + Windows App SDK | Same — WinUI platform requirement | Same — WinUI platform requirement | Same — WinUI platform requirement | Same — WinUI platform requirement |
| What the chart itself adds | Your assembly + one native engine DLL — PEGRP64I.DLL, or PEGRPARM64I.DLL on ARM64 | Managed assemblies | Managed assemblies | Managed assemblies | Managed assemblies |
| Native ARM64 build | Yes — separate ARM64 engine (AnyCpu assembly embeds both) | Managed (ARM64 via runtime) | Managed (ARM64 via runtime) | Managed (ARM64 via runtime) | Managed (ARM64 via runtime) |
| Per-app licensing step | One serial covers all your apps — no per-exe key, no phone-home | License key registered in app code | License key in the project | License key in the project | License key in the application |
This is not a straight price match: the four suites sell bundles where the chart is one of a hundred-plus controls, while ProEssentials is a focused charting product. The clearer difference is the model. ProEssentials is a one-time perpetual purchase; the suites are annual subscriptions you renew to keep updates and support. The figures below are indicative suite starting prices for comparison, not chart-only prices.
| Factor | ProEssentials | Syncfusion | Telerik | DevExpress | ComponentOne |
|---|---|---|---|---|---|
| License model | Perpetual — one-time | Annual subscription | Annual subscription | Annual subscription | Annual subscription |
| Indicative price (1 dev) | $4,799 perpetual | Free community tier, else paid | DevCraft suite, from ~$1,126 / yr | Universal suite, from ~$2,254 / yr | Per-developer / yr |
| Pay again next year? | No | Yes | Yes | Yes | Yes |
| Free community tier? | Full-featured evaluation | Yes — under revenue / size limits | No | No | No |
| Support | Free, unlimited, lifetime | Forums; paid tiers | With active subscription | With active subscription | With active subscription |
The mechanics are simple too. ProEssentials provides a serial number upon purchase, used when you set up your development environment. There is no additional phone-home and no per-app authentication.
Prices are indicative suite starting points (ComponentSource, 2026) and change over time; confirm current pricing and community-license terms with each vendor.
If your WinUI app plots modest data and lives entirely in the .NET world, any of these suites will serve you, and you may already own one. If you need real performance at scale, GPU 3-D and 4-D surfaces, a native ARM64 build, or the same chart shared with a C++, Delphi or ActiveX code base, ProEssentials is the only WinUI option built for that, and it comes without a subscription.
Competitor rendering and licensing details are drawn from each vendor's own documentation and public pricing:
Syncfusion (WinUI SfCartesianChart)
Telerik (UI for WinUI RadChart)
DevExpress (WinUI / Universal)
ComponentOne / MESCIUS (FlexChart for WinUI)
Tell us what you are plotting and how much data you have. The developers who built the engine will answer.
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