So, here are some performance questions that I have:
When doing large maps reaching 8000 * 2400px on a 800 * 600 screen, should the map be devided into only 800 * 600 sized sprites, or should I go with smaller 64 * 64 sized sprites?
I am using sprite3D for the dudes arms, but the rest is done in 2d, would using DisplaySprite3D for the map sprites be better?
I realize that displaying sprites is auto clipped, but should I be doing a SpriteCollision to see if a level sprite would appear on the screen before displaying it? Would that speed it up? Or does someone know of a way to do a for ... next, starting from the first tile that would appear on the screen to the last?
I guess all in all, the appropriate question would be: What's the best/fastest way to display a map that isn't tile based.
Sorry if you think I'm being lazy, I'm just not a fast coder and don't want to find out 2 months down the road that i'm doing it all wrong. And I'm hoping that someone has the definitive answer.
Thanks.

