hello polycount.
Ive had this question for a while but just now decided to find an answer.
So anyways,is it better to have a large object seperated into 2 meshes with two low rez textures.or keep it as one mesh,with one high rez texture?
Generally, more textures/objects = more draw calls = worse performance
However, it totally depends on the engine. Some can handle more objects better than others, using frustum culling and things like that.
In UE 3 more textures in a material (shader) don't increase draw calls. They only increase the amount of texture fetches from the memory. But a model having multiple materials does increase draw call amounts.
Personally I'd use bigger texture with a single mesh.
Generally its 1 draw call per object per shader pass on a fixed function renderer(eg anything on a mobile device). on a programmable one all bets are off really although its a safe bet to assume 1object 1material is quicker than 2 objects and 2materials
Replies
-final output? (realtime, pre-rendered)
-limitations of said final output?
-character or prop?
-animated or static?
give as many details as you can for a better response
Uhm,a static prop(a house) real time,using unity engine.
However, it totally depends on the engine. Some can handle more objects better than others, using frustum culling and things like that.
In UE 3 more textures in a material (shader) don't increase draw calls. They only increase the amount of texture fetches from the memory. But a model having multiple materials does increase draw call amounts.
Personally I'd use bigger texture with a single mesh.