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With that said, I personally like to keep my assets in the 1:1 ratio, so I prefer 320x180 with 16x16 tiles and then scale the window x4 to get the 1280x720 in game resolution. That way any pixel art work can remain in the 1:1 ratio but will still be properly scaled during gameplay.
I would have to play around with that high of a resolution (remember switch native is 1280x720 when undocked, so consider your desired platform as well).
Off the top of my head I would go 960x540 base resolution using 32x32 tiles. I would then scale the window x2 to get the 1920x1080 in game resolution. I would need to try this, but this is my initial thought.
It's strange because my native resolution is 1280x720 then tried to used 48x48 tileset(the one you recommended) then test it on a 1366x768 monitor whenever I fullscreen the game or set it on a fullscreen mode ,tearing on the images occured which also happens on 40x40 tiles then I tried to change my monitor resolution exactly on 1280x720 no tearing happens.I tried to investigate what's going on tried to change the native resolution to 640x360 (enlarged to x2 and use 40x40 tiles) no tearing happens but when I change the tile size to 20x20 the tearing occured again and lastly I used another resolution 320x180 with 16x16 tiles enlarged to x4 no tearing happened.Did I missing something or It's just supposed to behave like that? I know that there is a setting to adjust the screen magnification which the devs. added to fixed issues liked this which provides a black bars on side or above/below the window but I really want my game to make a fullscreen without having an issues.
From what I can tell, native resolution and amounts of objects on screen (with varying amounts of processing complexity) are the biggest factors of performance with Pixel Game Maker. Lots of Gimmick tiles and scene sizes also contribute to this. A developer or Mod can chime in on this fact.
I'll try and take a stab at this.
Hypothesis: Because 1366x768 is not a true 16:9 aspect ratio (more like 16:8.x), that monitor is having a tough time with displaying all pixels on screen because it's not a number divisible by 8.
Doing some cursory research online, I found a Gamemaker Thread on the subject of display resolution that had some pretty useful information.
Source: https://www.reddit.com/r/gamemaker/comments/5kw724/should_sprites_be_perfectly_dividable_by/
I don't know if this helps answer the question, but hopefully this provides at least a bit more information on the subject.