Nice suggestion. However, the way I set up the game meant there is little to no activity outside of what you can see.
The main performance issues is just the general rendering of the sprites. They are large, and whilst putting them into an even larger sprite atlas solved a lot of issues for some, the size may cause issues for others.
I’m trying to figure out a way to keep GPU draw calls low by batching the sprites, and now need to make the atlases smaller by maybe separation or making the assets smaller