Rendering trails is the most taxing of pathables to render because each segment of the trail is its own draw (at this time) via 2D spritebatch. Consider the option to cache the trail to it's own render target and then use the render target for all future draws of that trail. Would need to take note of the memory usage as the textures would need to be drawn at the highest zoom.
If Fade Trail Segments Which Are High Above or below is enabled, then this may cause complications since we wouldn't be able to keep it as a single texture.
Rendering trails is the most taxing of pathables to render because each segment of the trail is its own draw (at this time) via 2D spritebatch. Consider the option to cache the trail to it's own render target and then use the render target for all future draws of that trail. Would need to take note of the memory usage as the textures would need to be drawn at the highest zoom.