The introduction of collision cells to increase performance was more than welcome, as optimised as C2 is "brute force" collision checking in a frame rate undulating browser environment, is a bottle neck on many projects...
Unfortunately I did not get the performance gains I had hoped for, in fact I got a drop in performance, despite my game being pretty much a perfect fit as far as I can tell, breaking none of the Caveats "many static instances, same type, same none parallax layer"
Even reworking events removing "focusing" collision checks moving collisions to top level ect, did not help...
I find it difficult to believe that C2 sizing the cells automatically can be optimal for each and every project, and surely if the cells are unused due to caveats, the fact it has checked for them, will give a performance drop overall?
The caveats, can be difficult to track in a complex event sheet with many objects involved, maybe I have missed something? and that's half the problem.
I am curious if Cell sizing options or a collision cells off option, would allow fine tuning of collision check heavy games, I would certainly like the option...
So my question is, has anybody else gained or lost performance, in games that were in development prior to the introduction of collision cells?