@ Latch
I seem to recall asking the same question once and you answering it(Thanks a lot again!

), and DBC v1.13 and lower shouldn't have any syncs in the loop when using "set camera view", since it syncs itself after that command.
@ Brick Break
Another good tip, which originally also came from Latch, would be to update one camera every loop to prevent slowing down the game loop. For example, if the sync rate is set to 60, and I have 2 cameras, the game loop would run at 30 fps if you were to set 2 camera views at the same time. And if I had 4 cameras, the game loop would run at 15 fps.
So what Latch showed me, was to toggle between the cameras:
set display mode 800,600,32
sync on
sync rate 0
autocam off
hide mouse
randomize timer()
rem make a matrix for reference
make matrix 1,1000,1000,25,25
rem make 4 cubes for different views
for obj=1 to 4
make object cube obj,100
color object obj,rgb(rnd(255),rnd(255),rnd(255))
next obj
position object 1,0,50,0
position object 2,1000,50,0
position object 3,0,50,1000
position object 4,1000,50,1000
rem position camera center of matrix
position camera 500,25,500
do
rem go to next camera
inc camera:if camera=5 then camera=1
rem split screen upper left
if camera=1
set camera view 0,0,399,299
point camera object position x(1),object position y(1),object position z(1)
endif
rem split screen upper right
if camera=2
set camera view 400,0,799,299
point camera object position x(2),object position y(2),object position z(2)
endif
rem split screen lower left
if camera=3
set camera view 0,300,399,599
point camera object position x(3),object position y(3),object position z(3)
endif
rem split screen lower right
if camera=4
set camera view 400,300,799,599
point camera object position x(4),object position y(4),object position z(4)
endif
for obj=1 to 4
turn object right obj,5
next obj
loop
Hope that helped!
TheComet

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