I'm currently trying to optimize my tile engine. I used monogame with the spritebatch first, but that doesn’t works well. I have read many articles how I could optimize my rendering code.
I moved away from the normal spritebatch and used the vertexbuffer+indexbuffer stuff. Works very well, but not so good as I hoped. I have chunked my tilemap in 50*50 large chunks and render each with his own vertexbuffer. Additional I check whether the chunk is in view and only render it then. But things are getting very bad if I zoom out.
Let’s say the map is 500*500 tiles where a tile is 32*32px tall. Now I must render too many of the chunks to the same time. How can I fix that performance issue here?
I have attached a sample project if some one is interested in it. https://www.dropbox.com/s/2vbkng7ne6ey43e/TileEngineTestXnaMonoWpf.zip