So I'm having a little trouble working out the differences between Material IDs and using Textures in terms of optimizations. I'm dealing with Mobile devices (Gear VR) and Unreal Engine 4, and from my understanding - Material IDs separate the mesh giving more draw calls, but using textures, i.e: Separating the materials of a mesh by their texture, gives the added overhead of textures used in memory.
Which is more efficient? I should probably run some tests, but I was also thinking maybe someone here has already come up against this.
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you can use the streaming and profiler related console commands to print out informations about the used resources / size of things / rendering time.
I suggest disregarding Material IDs in terms of optimizations. They are only a 3ds Max method of applying materials. Instead think in terms of actual materials/shaders being used. A good idea for mobile is to use just one material per model, and atlas as much as possible. When I worked on Temple Run 2, the entire world was on one texture because we needed the game to run on the oldest Android phones available.