Hello Beloudest,
BlockScale determines two things; the size of the tiles on the screen, and the number of tiles in the active culling region. The active culling region is calculated based on screen size, so filling that area with larger tiles gives you fewer tiles than filling it with small tiles. Goto() doesn’t load any images, but it does have to create all the display objects representing the active tiles. Setting blockScale = 1 in an app running at 480x320 resolution would mean goto() has to create more than 153,600 image rects. This would take ages and wouldn’t run on any device, including the simulator, at more than 1fps if at all. A blockScale of 256 in the same app would require on the order of 10 tiles and would run more or less instantaneously.
Scrolling your map with the movement functions is far less demanding than calling goto() in most situations because the movement functions only destroy and create tiles a row/column at a time, in whatever direction your map is scrolling. Still, it is wise to keep the number of simultaneous active tiles around 1000, depending on the devices you’re targeting.