draw calls in the end is what is most likely killing you, so thats a important consideration. And the issue is that those are also CPU bound. Star citizen from what ive seen dosnt run well at all, and Cryengine has had probably 30% performance advantage over other engines for the same vertice count even and easily the best…
In terms of quality for a game asset, from a dev’s stand point, would you say that the time you save overall from rapidly implementing this technique offset the cost of having more material slots? Have you also heard of people exporting the decal and the mesh as different models and then grouping them in a blueprint to…
You end up with more draw calls, and more polygons, thats true. Where this technique shines is the resolution. Because of the tiling materials, and the decals, small details can have much higher resolution up close than using the regular method. Overall performance really depends on what hardware you are running. But…