Please note the earlier link is to old Construct 2 documentation - for up-to-date advice see the Performance Tips guide in the Construct 3 documentation instead.
Ashley, could you please define what do you mean by: > "Drawing more images, and larger images, requires writing more pixels to memory."
Does this implies also to tiled background? or small stretched sprites? or it is specific to a large images by pixels (and not by their size itself?)
Still here > "Therefore the worst-case scenario for fill rate is a stack of large overlapping images."
When you says as "large overlapping images" do you mean large by their pixel size in the image editor? like, if you have an image that is 24x24px and you stretch it to 1024x1024px, is that considered a large image?
Lastly, I have a questions about tilemaps.
I have been doing several experiments using tilemap. Do you think a tilemap that is 1024x960px covering a 40000x5000px is more performant then having hundreds of small but stretched tiled backgrounds? I found that using multiple tiled background are faster than a huge tilemap, both in editor and ingame.
Thank you!