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Question - GML Visual "Precise" Collision Mask...

So, I've read that using the precise masking eats up power, but is that only under certain circumstances...? From what I gather, precise-mask collisions may slow things down when they're are variables, etc. that need to be called up upon such collisions... My question is the following: What if I've precise masked a barrier with no variables, etc. —simply just a barrier. I had to go this route because I basically made complex "pre-fabbed" rooms (sprites) the same size as actual rooms and basically dropped them in. These sprites were too complex to be properly masked with anything other than the "precise..." But ultimately, they're nothing more than barriers... Will that eat up juice/slow things down?
thanks.
 
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