There shouldn't be any increase in texture memory when using substance files, as its all baked down into unique textures at runtime basically, right? Unless I totally misunderstand.
There are different cases where using substances at runtime can be useful: - Download size, if your game has to be downloaded and especially if it's free to play, you want to have the smallest game as possible and "expand" the texture package when you launch the game for the first time for example. - Customization, instead…
Well I guess I'm in a different mindset here because, I'm assuming that the programmers at algorithmic know what they are doing and as far as run-time, it is as efficient as possible. My issue is more with the actual number of MB I'm adding by using substance files. I mean the old school method is having a diffuse, bump,…
I believe so, it bakes down its node-graph at runtime. It is lickly heavily tied into the material instance system of unreal, and bakes down the textures and creates a new material instance for every varration you mode from one network. Be too expensive otherwise, since large networks in substance dseginer take upwards of…