Roll20 does some pretty neat tech in terms of handling large map images. When you're zoomed out it is displaying a compressed or "thumbnail" version of your overall pic. When you're zoomed in, it is able to slice up the map in sections so that mainly the part that a Player is zoomed-to, is the part that is loading. I've had good luck with images even larger than 50x50 units at 100%. Note that file-size is a bigger deal (images getting over 5MB or anywhere close to 10MB can see more lag), but a nice large-pixel-dimension that is decently compressed to a moderate file-size, has not been a leading source of lag in my experience. Where I find those games slow-down doesn't seem to be the fault of fairly-large maps. The components I've found adding lag are, Dynamic Lighting depending on the complexity of the lines & the number of tokens with sight & the power of the computer displaying it; Advanced Fog Of War; and having a large number of Characters including NPC's/monsters that have character sheets with attributes -- the more attributes on your sheet, the worse the multiplier. In conclusion my main answer would be: No need to draw maps for saving performance. Compress your maps to JPG 90% or less, making file-sizes around 2MB, 4MB, not ones like 7-9MB. Make tiles so that largest graphic is up-to 5500x5500 pixels MAXIMUM. (You can have multiple tiles of that size, for a huge page size). Then notice that the map itself isn't adding a lot of lag, but your choice to turn on DL, AFOW, or having lots of Characters in the Journals, those things can make your large map seem laggier when panning around. If you plan to use those lighting features then it might be smart to plan-ahead a smaller map and page size to help compensate for other resource-consuming areas.