For a huge map I have to render many different Textures. Currently I am unsure about the best performance aproached to solve that problem. In my optinion there are two options. Render the whole tilemap (tile per tile) every draw cycle or create RenderTargets for a tile collection (render a specific amount of tiles into one texture) to reduce the tile amount.
I do know there is a 10MB RenderTarget cache limit and I also know that huge textures could leed to a performance issue. (VRAM limitations and texture swaping)
Is there a magic texture size which I should stick to? (Besides the hint: power of two)