Good idea Danny, here are the results:
The test consists of 200 displayGroups being spawned, with 100 of them containing 4 images and 100 of them containing 5 images and a mask.
I used the fps counter from the code section and kept an eye on the frame rate.
The groups bounce around the screen using object:translate(), and rotate around their center by setting object.rotation. (The last time I checked using M.Y. Developers Profiler, translate() is faster than setting the x and y properties but rotate() was slightly slower than just setting the rotation property)
I tried a few things with the culling routine. One method sets object.isVisible = false when the object leaves the stage, but keeps updating the cached coordinates, and sets isVisible = true when it re-enters the stage. I didn’t know if that would change how the graphics are handled behind the scenes, so it was just an experiment. It didn’t seem to have much of an impact either way.
The other method was to remove the display group entirely and set it to nil when it leaves the stage, but keep updating the coordinates and recreate the display group when it re-enters the stage. That seemed to have a positive impact on the framerate but I think recreating the display groups is costly when you have ~100 of them re-entering the stage at the same time.
build 750
culling:
isVisible = 30 avg, 20 min
make group = between 30-60, 20 min
no culling = 30 avg, 20 min
build 762:
no culling = 30-60 but seems to stay around 60, 30 min
with the fps counter disabled, I can spawn well over 200 and it still seems to be smooth. It’s definitely fast, although the “set it and forget it” approach is going to take some getting used to 
I’ll try to do some tests with the Profiler as well to see how many ms the drawing routine is taking, but I don’t think that can trace automatic offscreen culling.
edit: also note, I’m being sloppy right now and none of the images being used are in spritesheets or imagesheets and none of them are powers of 2, so that probably adds to the overhead. I think moving to physics for movement + imagesheets for the graphics will really make things fly. [import]uid: 120 topic_id: 16849 reply_id: 92219[/import]