I'm using a large background bitmap in my DX app. Users want the ability to
add higher resolution bitmaps which will exceed the max texture size of most
chips. So, I'll need to tile the background. Should I standardize on a fixed
tile size, say 256x256 or 512x512, or use variable sizes tiles? It seems
like fixed-size tiles would help prevent cracks at the boundaries. The
advantage of smaller tiles is that they would use less texture memory but
they would be slower because of more texture switching. Larger tiles would
be less memory efficient but faster.
I'm looking for thoughts from those who've been there and fought with the
details. What worked best in actual practice?