Texture | Colorspace | Material Channel |
---|---|---|
Base Color | sRGB | Base Color |
Normal | Normal (Linear) | Normal |
OcclusionRoughnessMetallic (Blue Channel) | Linear | Metallic |
OcclusionRoughnessMetallic (Green Channel) | Linear | Roughess |
OcclusionRoughnessMetallic (Red Channel) | Linear | Ambient Occlusion |
1: This is entirely dependent on your target platform and how those materials are used. You're trading texture memory use for GPU state changes. If you have a lower memory target, go for optimized textures. If you are GPU bound, but have VRAM to spare, go for the texture option. Remember that one 4k texture = four 2k textures. So you have additional memory overhead there.Tzur_H said:Hi guys,
1. Draw calls vs texture res, what to go for?
For example, a mesh with 3 materials, each material is a 1k texture. Or a mesh with 1 material but 2k map. Would it be the same case if 3 materials and 2k textures, vs 1 material and 4k texture?
2. LODs: Having multiple LODs = more draw calls? If I have a mesh with 3 material elements, and 1 LOD, is that 8 draw calls?
3. Does the command "stat scenerendering" shows only mesh draw calls, or is that also including draw calls for material elements?
Thanks!