Oh right, it shows black bars when the layout is smaller than the window. Those black bars are drawn as well, and each weighs up to about the same performance impact as the tiled background (a four vertex quad). In such an intensive test, they're bound to show up as making a difference. Always keep the layout bigger than the window if you want to keep it a fair test.
Edit:
[quote:7mikr2h8]Edit: Also just noticed that it suddenly starts to need 4 Megs of VRAM in the second sample - why is that? Sort-of drawing the application "background" and the layout as different things or something like that?
When the layout is smaller than the window, it draws to an offscreen surface first, to ensure nothing is drawn outside the viewable area. It's this offscreen surface you're seeing VRAM usage for. It's also going to further reduce performance copying this offscreen surface to the main window, which also explains the FPS dip.
In short, these performance/VRAM usages probably won't make much sense unless you know how the engine works.