Hi Polycount
I've been brooding on this for a while, can't find anything helpful on Google and set up my own tests...
Main question: W
hat is heavier performance wise, using multiple tiling textures or tiling planes with a texture atlas?I will try to explain both methods:
1. For 6 walls (subdivided planes) I use 1 atlas texture
2. For 6 walls (planes) I use 6 tiling textures
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To try and find out what method causes better performance in game, I set up a scene in Unity . I noticed insignificant difference with 1 cube, so I tried a larger scale by duplicating it up to 9 cubes.
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These were my results (working on a MSI GE62MVR 7RG Apache Pro):
1. Atlas methodLow on SetPass/Draw calls, high on Tris/Verts
2. Tile methodHigh on SetPass/Draw calls, low on Tris/Verts
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So far I was super proud of myself
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But since I'm no technical artist I'm not sure how to read this and what to base my choice of method on. I do not know what is common in environment art. I also wouldn't know where to draw the line with a smaller to larger scale environment...
Could someone shine his/her light on this subject?
Thanks so much in advance!
Replies
As a rule, individual placeable/reusable assets (eg props/modular pieces) will have a unique map/texture atlas and larger, unique assets (eg a really big wall) will use tileables. This generally allows you re-use resources where it counts the most.
It's a balancing act based on how much is on screen, and your texture budgets.