Here is the code for my entire .cap. There are three objects: two 32x32 sprites and one array object.
As you can see there isn't much to it, but despite this I am getting fairly high CPU and memory usage from this.
With all events enabled.
29mb 13% - Linear
31mb 19% - Point
With the third event disabled (others enabled).
8mb 1% - Linear
11mb 1% - Point
With the second event disabled (others enabled).
13mb 3% - Linear
13mb 4% - Point
These numbers may not seem startling to you, but they do for me. My specs are an E8200 2.66GHz Core2Duo and an 8800GT 512mb. This problem becomes exponentially worse the more I add to it. I don't understand why it requires 30mb and 20% of the CPU when it isn't running any events. Unlimited framerate is disabled so it's not like it's rendering the screen a bajillion times a second or anything.
As it stands this would be unusable for me. Trying to create anything beyond simple applications would quickly tax my cpu and probably blow a ram chip out of the DIMM.
The version I am running is 98.9, so not an unstable release.