hey MrClifford the performance is great, it'S showing very high CPU usage because I set the culling range to something stupidly high so the whole level would render, even offscreen, to prevent unrendering to fix a bug, but like i just said, there's culling so the amount of sprites in the level doesn't affect performance really, anything offscreen is destroyed, and there is an upper limit and lower limit to how far you can see towards and away from the camera