Texture atlasing is to get rid of the pause where the engine has to stop to change textures/shaders when rendering polygons. It's not always the texture fetch that causes this as it may just be that the engine always pauses between polygons with a different shader/texture on them. It's highly engine specific as different…
Hi, this is Sunil Kumar J P, a 3D Generalist. I hold over 4 years of experience as a Generalist, got expertise in blender, painter and unreal engine. Please reach out to me further. Here is a link to my portfolio - https://www.artstation.com/boredwarrior