I've been working on a 2D game lately, which makes use of quad meshes with textures, and a question came to my mind. The game is tile-based so the map is basically composed of many equally sized tiles (quads). So I was wondering (concerning the map) whether it's better to have one (or a few) big quad with a big texture of the map on it or many small quads having as textures the composing parts of the map? Given that the textures are all placed in a texture atlas, so the draw calls will eventually be batched. My thoughts are that a big quad would be better performance-wise because it's only one object, while the many quads would be better because they would make the map easier to edit/manage.