Ok, so I was making an example of why you shouldn't use huge none pow2 textures. When I noticed the following.
The examples have unlimited frame-rate mode on intentionally.
First example:
2000x2000 png on a tiled background (or sprite for this first example, it makes no difference as it looks the same) at 2000x2000 size.
<img src="http://steamgauge.com/misc/construct/images/tilebug1.jpg">
Notice the frame rate. The VRAM can be ignored as it's obviously going to be 16mb
Second example:
16x16 tile png on a tiled background (tiled background only this time obviously) at 2000x2000 size.
<img src="http://steamgauge.com/misc/construct/images/tilebug2.jpg">
Notice the frame rate. The VRAM can be ignored as it's obviously going to be 0mb for a single 16x16 tile.
Third example:
128x128 tile png on a tiled background (again, tiled background only) at 2000x2000 size.
<img src="http://steamgauge.com/misc/construct/images/tilebug3.jpg">
Notice the frame rate AND notice how it's not tiling correctly. Bare in mind both 16x16 and 128x128 are pow2 sizes.
But most importantly is the HUGE drop in frame rate when doing it correctly, yet next to no difference when doing it wrong. Now I can understand tiling a 16x16 image would use some resources. But effecting the frame rate this much?
Also copy/pasting (not cloning) the 16x16 tiled background doubles the fps loss each time. (As does cloning but that's more likely to be expected).
This has been tested by others in chat and it's happening to them too.
Version 0.9.83