I am playing around with the topic GreyAlien had posted about.
With TileMaps, drawing all of the tiles to the screen at floating point coordinates you see glitches at the seams of the tiles. So, I tried pixmap pasting my tiles to a pixmap an drawing it to the screen.
Drawing 64 tiles 8x8 grid of 64pix X 48pix tiles.
With my work PC, kind of a lame video card...
I get 529 FPS drawing to the screen and about 60 fps drawing to a pixmap and drawing it to the screen.
Edit: Press P to change using or not using Pixmap.
Another edit: You can get the tile I used from here:

Here is the quick mock up:
SuperStrict
Global Tile:TImage
Global PTile:TPixmap
Global Map:TImage=CreateImage(640,480)
Global PMap:TPixmap
Global FPSCounter:Int
Global FPSTime:Int=MilliSecs()+1000
Global FPS:Int
Global bPix:Int
SetGraphicsDriver GLMax2DDriver()
Graphics (800,600,0,0)
Tile=LoadImage("Tile.png")
PTile=LockImage(Tile,0,True,False)
While Not KeyHit(KEY_ESCAPE)
If KeyHit(KEY_P) bPix=Not(bPix)
If bPix=True
PMap=LockImage(Map)
For Local x:Int=1 To 8
For Local y:Int=1 To 8
PMap.Paste(PTile,x*64,y*48)
Next
Next
UnlockImage(Map)
DrawImage(Map,0,0)
Else
For Local x:Int=1 To 8
For Local y:Int=1 To 8
DrawImage(Tile,Float(x*64),Float(y*48))
Next
Next
End If
FPSCounter:+1
If FPSTime<MilliSecs() 'If it has been 1 second
FPS=FPSCounter 'Set FPSNum to current count
FPSTime=MilliSecs()+1000 'Set new time for next update
FPSCounter=0 'Set counter back to 0
End If
DrawText("FPS: " + FPS,0,0)
If bPix
DrawText ("Using Pixmap",0,15)
Else
DrawText ("Not Using Pixmap",0,15)
End If
Flip;Cls
Wend
UnlockImage(Tile)
I will do it with Render2Texture when I have a spare moment and see how that works out.