Disclaimer: Ok, I know I should simply profile this myself but I'm lazy and maybe this question is more about the theoretical aspects.
You have:
1x Diffuse map
1x Normal map
1x Compound map (packed map out of 3 channels, for instance metal, roughness, ao)
What would you choose if you would have to add one additional channel:
- One more texture compressed to dxt1 or similar or even a one-channel compression which then requires one more sampler in the shader
- Add one more channel (alpha) to the Compound map - requiring a different compression and leading to more memory usage
The engine in question is Unreal if this makes any difference
Replies
So at which point you would say are sampler then becoming more expensive?
Also it seems like most ive seen rather use the memory than use the new sample but that probably depends on your target, on consoles memory is more important Id assume, in general it is GPU time versus memory
Also don't forget workflow and iteration speed, thats also a factor
What shrike says sounds totally plausible to me. There's a limit to the amount of things your GPU can do in parallel and once that stack is full you're left waiting for the current instructions to finish before the next stack can start - effectively doubling the time taken to get through it all.
Obviously the effect this has is all dependent on what else is being shoved up the GPU at a given frame, dependencies between instructions, stalls caused by CPU submission etc. So it's impossible to put absolute numbers on anything unless you look at a very specific set of circumstances