I mean, ignorance isn't necessarily a bad thing, although not being accepting of facts may very well be; thing is, i haven't read too much about how C# worked with GPU accelerated graphics at all, then again, neither did Shadowblitz16 show specifics about what he was talking about, that's why i was broad with my statements.
Then again, i mentioned uv coords of textures used with meshes in
another thread made by him; technically speaking (if i remember correctly anyway), you don't need to use quads if you have a (rectangular) mesh object, which is kind of lower-level than Images and Quads, and you manually calculate the UV coords in such a way that only the part of the texture one wants will be mapped onto the mesh.
That said, haven't benchmarked a thing either, so can't say whether that'd be faster than the Image+Quad version or not, however i know that manipulating vertex uv coords like that does work.