OK. Well yeah, per pixel I imagine the virtual texture stuff will be significantly more expensive than a standard material but they're in no way comparable cos it would be literally impossible to achieve the same result using standard materials in a performant fashion. That has sod all to do with UDIMs though - they'll be…
They mean virtual texturing. https://docs.unrealengine.com/en-US/Engine/Rendering/VirtualTexturing/index.html which can have extra overhead depending on the situation
What? Those two things are not comparable. Some terminology to make things clearer: * UV Channel / UV Set / UV Map == Stored UV layout. A single one is often split into multiple for UDIM purposes. * UDIM == A standardized way of laying out UVs as 'tiles', which programs can treat as a series of unique UV sets. * Texture…