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Performance; drawcalls, etc.

Hi there!!!

I have been looking for an answer about performance over the internet, and is still not clear to me:


¿Which of these options give me best performance?


EXAMPLE 1:

One material for two phisical surfaces (lets say wood and glass).
One texture, including glass and, therefore, alpha channel.

OR

One material for wood
One texture for wood (smaller in bytes because have no alpha channel).

One material for glass
(without texture)


EXAMPLE 2:


I have one huge texture for two materials.

First material uses 80% of the texture surface.

Second material uses 20% of the texture surface, but still have to load all the texture.

Is better to split the diffuse over two textures (one big and one small)?

OR

Once the huge texture is loaded into the memory can be used by any amount of materials without hitting performance?

Sorry if my english is barely enough, and thanks for your time! :)

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