I tried to optimize the example using the spritesheet. Using the example program, you can vary the number of displayed sprites. Each spritesheet is maintained with BitmapEffect, so the figure can also move in the other direction. The sprites are also scaled. This makes the upper ones look as if they are further away. Unfortunately, the performance is significantly worse than I had hoped. Strangely, the program also runs more smoothly in debug mode than in release mode. I tried to optimize it completely by reading the frames completely at the beginning and also not redrawing the imageview with every tick. But that wasn't particularly efficient either. I find the use of spritesheets very useful for me. Does anyone see any optimization opportunities in this example, or do I need to take a completely different approach?
Thanks for your support.