Hi guys, trying to wrap my head around UVs and how they affect performance in-engine. Is the performance cost of the UV map the same whether islands are packed into one tile, or split across adjacent tiles? I am assuming that since there are the same amount of islands in either case, the rendering hit is the same.
For example, do these layouts have the same performance impact?


Thanks!
Replies
sometimes its a hard engine restriction - others you just get crap results due to floating point error,