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Question of performances

polycounter lvl 11
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Leetchi polycounter lvl 11
hello everyone,

I don't really know if it's an already-asked question or just a stupid question, but since I'm pretty new to UDK, I was wondering, performance-wise, if it was better to have a big texture or numerous little textures, i.e: a house with only one 2048x2048 texture or the same house with two 1024x1024.

Thanks in advance.

Replies

  • marks
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    marks greentooth
    Well to start with 2x 1024's is half the size of a single 2048...
  • wbronchart
    What marks said, but also consider that the more textures you have the more draw calls you're generating.

    On mobile for example, depending on the device, you can do about 60-120 draw calls per frame (in simple terms), so if you have a model with two textures, the two parts will need to be rendered separately. It may be much more efficient to have it as one texture, so the model can be rendered as one batch.
  • VESIUS
    I'd use the one 2k texture over the two 1k textures, because it's the same amount of memory and it's easier to recall one map rather than two leading to better performance as well.
  • ZacD
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    ZacD ngon master
    2k is 4 times the memory of 1k.
  • VESIUS
    ZacD wrote: »
    2k is 4 times the memory of 1k.

    Yeah.. I really shouldn't comment at 5 in the morning anymore..
  • Ashaman73
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    Ashaman73 polycounter lvl 6
    VESIUS wrote: »
    Yeah.. I really shouldn't comment at 5 in the morning anymore..
    Hehe, I know what you are talking about ...:poly122:

    Nevertheless, if you don't change the texture resolution and use the 2k texture only to hold 2x1k textures, then you are actually using an atlas. The real size of a texture doesnt really matter that much, it is more important what region of the texture is sampled (which will be most likely cached on the GPU). Therefor the 2k version will most likely better perform then the 1k version due to avoiding texture switches...

    But the engine could support texture atlasing, in this case it would automatically try to pack these images on a single larger atlas texture, or using texture arrays, bindless textures etc. to avoid texture switches, but it depends on the used engine (sry, I dont know how ue handles it internally).
  • Neox
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    Neox godlike master sticky
    so why not use a 2048x1024?
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