I am currently developing a game, it uses a large tiled map, that can be dragged around, and moves quickly with your character.
I have created a simple version of the problem JSFiddle Example
Each tile is a Shape and is cached. All shapes go inside a container, the container is moved based on camera position.
I am noticing weird drops in fps at certain zoom levels. The zoom simply adjusts the size of the shapes.
If you adjust the zoom you will see what i mean.
Chrome
zoom 1   = good fps
zoom 3   = bad fps
zoom 5   = good fps
What would be the reason for this frame rate problem?
Note i have i posted this on the createjs community forum as well.
Community Question
Here is the code in the jsfiddle example
HTML
<canvas id="mainCanvas" width="500" height="500"></canvas>
<span id="fps-container"><span id="fps">Loading</span> FPS</span>
JS
/*
This is a very simple version of a larger app/game i am creating
uses a large map that is drawn in sectors (createjs shapes)
I have not figured out the best way to cache, because if i cache all at once, its a lot of overhead.
My main issue is the zoom levels, the zoom simply adjusts the sectorsize.
The problem with this is that there seems to be a wierd performance problem at certain zoom levels.
To test this out, adjust the camera zoom property. I do not recommend anything more that 6.
*/
//Generic Settings
var Settings = {
    block_size: 50,
    rows: 50,
    cols: 50
}
//Create Camera
var Camera = {
    /*
    HERE IS THE ZOOM PROBLEM
      Chrome
      zoom : 1 = good fps
      zoom : 2 - 4 = bad fps
      zoom : 5 - 6 = good fps again ... wtf
      Safari
      Zoom: 7 = Good fps
  */
    x: 0,
    y: 0,
    zoom:1
}
//Create Short Alias
var Stage = createjs.Stage;
var Ticker = createjs.Ticker;
var Container = createjs.Container;
var Graphics = createjs.Graphics;
var Shape = createjs.Shape;
//Full Screen Canvas
var canvas = document.getElementById("mainCanvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
//Create Stage
var mainStage = new Stage(canvas);
mainStage.snameToPixelsEnabled = true;
mainStage.autoClear = true;
//Start Ticker
Ticker.addListener(this);
Ticker.useRAF = true;
Ticker.setFPS(30);
//Create Container;
var mainContainer = new Container();
mainContainer.snapToPixel = true;
//Add Container to Stage
mainStage.addChild(mainContainer);
//Create Lots of Shapes
var size = Settings.block_size * Camera.zoom;
//For the purpose of demonstration, I am only creating a square
//My actual app has much more complex drawings
var graphics = new Graphics();
graphics.setStrokeStyle(1 * Camera.zoom, "round");
graphics.beginFill(Graphics.getRGB(230,230,230,0.5));
graphics.beginStroke(null);
graphics.rect(-10, -10, size+10, size+10);
var cols = Settings.cols;
var rows = Settings.rows;
for (var x = 0; x < cols; x++) {
    for (var y = 0; y < rows; y++) {
        var shape = new Shape(graphics);
        shape.x = x * size;
        shape.y = y * size;
        //Cache the shape, (the offset is to prevent the cache from chopping off complex shapes)
        var cache_offset = 10 * Camera.zoom;
        shape.cache(-cache_offset,-cache_offset, size + cache_offset, size + cache_offset);
        //Add shape to container
        mainContainer.addChild(shape);
    }
}
//Make map draggable
var lastX,lastY;
mainStage.onMouseDown = function(evt){
    lastX = evt.stageX;
    lastY = evt.stageY;
}
mainStage.onMouseMove = function(evt){
    if(lastX && lastY){
        var stageX = evt.stageX;
        var stageY = evt.stageY;
        var diffX = lastX - stageX;
        var diffY = lastY - stageY;
        lastX = stageX;
        lastY = stageY;
        Camera.x += diffX / Camera.zoom;
        Camera.y += diffY / Camera.zoom;
    }    
}
mainStage.onMouseUp = function(evt){
    lastX = null;
    lastY = null;
}
//Update the container position based on camera position and zoom
updatePosition = function(){
    mainContainer.x = -Camera.x * Camera.zoom;
    mainContainer.y = -Camera.y * Camera.zoom;
}
tick = function(){
    updatePosition();
    mainStage.update();
    var fps = document.getElementById('fps');
    fps.innerHTML = Ticker.getMeasuredFPS();
}
 
    