I'm looking into ways to most efficiently handle a large amount of tiling environment textures that will be shared across a large amount of environment objects. What are the best ways to tackle this?
I'm currently mulling over packing 512 textures into an 8k atlas. This would give me 256 different textures to work with (roughly 85 different materials - 3 textures per material).
I've heard that Texture Arrays are also another way of handling this, but don't know a lot about them. Is there a better/more efficient way to handle a large number of texture assets?