Home Technical Talk

Using multiple uvw's...

Long time reader, first time poster... So here is my question: wink.gif
Does multiple uvw's (for diffuse, normal, etc) have any noticeable impact on performance? I guess it depends on the engine, but I would like to hear your experience about this and if there even is a common opinion that you should avoid it for some reasons?
In my case I think I could get away with a pretty small tiled diffuse texture, by using a different uvw for a normal map, which probably also will be smaller than if they were using the same uvw's.

Replies

  • MoP
    Offline / Send Message
    MoP polycounter lvl 18
    Depends on what game engine you're using, I guess.
    Extra UV sets mean extra data for every single vertex of your model - that can really add up in the end, and is probably something you want to avoid unless absolutely necessary.

    The Doom3 engine has a material system which allows the user to specify the tiling amount (on the same UVWs) of different map types - so you could have a single unique local normal map, then tell the material to tile the diffuse and specular maps, say, 4 times. Requires a little more forethought with the UVs if you want to hide seams on both the regular and tiled versions, but maybe it's something worth considering if at all possible.
  • Eric Chadwick
    Like MoP says, increases your vertex count. But it only matters if you're transform-bound, and only way to know that is by profiling your assets in-game.

    NVIDIA's PerfHUD is one example of a profiler. Most game engines incorporate their own though.
  • Jimmy
    This time my model is only for my portfolio, so I doesn't really matter what I do, but I went with the same uv for diffuse and normal anyway... But it was interesting to hear this and I would say that article on your web page Eric, was really interesting. That is just the kind of things I would like to read to get a better understanding how the "whole thing" works, and what I could do with my models for better in game performance.
Sign In or Register to comment.