Assuming the same texture is used and the face takes up the same screen space there is generally no extra cost to render more of it's pixels (usually refereed to as texels) on a face. It should take the same time to render if a single texel covers the whole face or the texture is repeated multiple times over the face. Each…
I've found myself with an interesting dilemma. I don't know if this sort of issue is universal, but just in case I'll specify that I'm using Unreal Engine. So I have an object with a basic diamond shape. Eight triangular faces all connected. Initially I just split the bottom open with an X, and spread the UV evenly into a…