He's right. I was testing a prototype for my top-down shooter and tried using a massive tilemap of a single tile resource for the level, 3 enemies with real-time (process method) player-chasing scripts (nav2d), and a StaticBody2d wall at each edge. Experienced insane lag (~2 fps) but only when I tried moving my player towards the level edges. Wrongly concluded that Godot simply couldn't handle very large tilemaps. Read the above comment and tried again, this time without any enemies on the map and, voila, 60 fps. So it's not the map size, it's the real-time processing of AI entities that can cause lag. I guess the same logic is used in procedurally-generated infinite map games like Minecraft and Terraria. Only entities like mobs that are close enough to the player are allowed to performs calculations and far entities are simply "not processed". Thanks so much.