I think that’s too much. Logically it will consume much more resources. I think one of the most important drawbacks comes from that side.
I think that is the best resolution you can choose for a standard monitor.
The resolution of my game is 1280x720 because it is designed to be a mobile game, and that is the reason why every fraction of a millisecond counts for me. I tried to put together the floor with images that I used before but converted to jpg, placed next to each other like a puzzle, but the performance improvement was almost nil, with the drawback that the quality dropped a bit. Using a jpg for the tiled sprite and panel sprite also did not noticeably improve performance.
Seems like your choice for resolution is much wiser… but I don’t get why your performance is still not improved. Maybe it’s something with the behaviors of the objects or the events
?
The most demanding part of my game is the logic. I don’t think I can optimize it much more than it already is, so I’m also looking to improve the rendering performance. For a PC the performance is more than enough, but for a mobile it’s a different world.