It's nothing to do with how big the textures are - GPUs are so efficient they don't really mind whether you use big or small textures. The problem is the overhead of each draw call. Each image must be drawn with four vertices, each vertex taking up 16 bytes, for a total of 64 bytes per image in the vertex buffer. Note vertex buffers are not as well designed to handle vast amounts of data, like textures are designed for. Drawing 9400 images at 60 fps will therefore be 36mb per second through what's supposed to be a lightweight vertex buffer. That seems to be enough to kill it. An ordinary game would probably only be transferring 192kb per second through the vertex buffer (99.5% less).
You have to design your game differently, what you are doing is exactly what will kill graphics hardware. I would guess you can get away with a few hundred images, but 9600 is beyond extreme. It's not really C2's fault or the browser's fault either, it's just you're doing things the hardware was not designed for.Ashley2012-06-28 14:46:12