Long time reader, first time poster... So here is my question:
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.
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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.
NVIDIA's PerfHUD is one example of a profiler. Most game engines incorporate their own though.