Just out of curiosity I ran the same tests "Quad Issue" with a solid behaviour on the sprite.
There's no collision checks going on and I noticed a hit of around 40%, even when the solid behaviour was set to disabled.
So it seems like behaviours are also suffering from this polymorphism issue?
EDIT: Using two behaviours on the sprite (Anchor and solid) gave me about a 60% drop.
EDIT2: Adding the effect grayscale on the sprite game me 32000 max sprites, where as original was 180.000
But adding the same effect to the Layer instead of the sprite showed now significant drop.
EDIT3: Adding solid behaviour to either the family or the sprite gave another hit of about 10%. from 180.000 to 95.000
This is quite good to know now for performance issues. Families, behaviours, effects, all seem suffer from this polymorphism so it's wise to use them sparsely, but it's a bit sad that we're missing out on that much performance, due to this. On the good side..... it's being worked on.
It completely changes the way I will design my games and levels knowing this, until the new runtime drops.
So would it be safe to assume that behaviours also suffer from this polymorphism issue? Having a lot of sprites with solid behaviour will suffer this issue? And disabling or enable behaviors didn't have any effect on this polymorphism.