Mesh and UV setup
Taking a few minutes to prepare your mesh for Painter can make the texturing process faster and easier.
There is such a thing as too low poly. This is because the texture engine uses the Polygons to know which part of the mesh should be rendered to compute the brush strokes. Meshes with a very low Polycount can be fully re-rendered even with tiny brush strokes which can overwork the GPU unnecessarily.
For example, if texturing a single quad plane, it is better to subdivide the mesh, especially when hand painting with a lot of strokes, as information is spread over more vertices.
Try to keep UV islands that are neighbors in 3D space close together. This applies both to UDIM layout and classic UV space layout. If they have shared paint strokes or texturing, it is easier to calculate them when they are huddled in the same area of the UV space, rather than if they are at opposing ends.
The texture engine works by dividing a texture into smaller chunks to speed up computation. This means that each stroke only updates the chunks that need to be changed, instead of updating the entire texture with every stroke. By keeping neighbouring UV islands close to each other, it minimizes the number of chunks that will be affected by a single stroke.