Farfarer is right, texture calls is not draw calls. If you put 2 shaders/materials with the same texture they will still render 2 draw calls, but only one texture call on memory.
I'm not sure that's true. One material with 2 textures is 1 draw call. Two materials with 1 texture each is 2 draw calls. And in forward rendering, that's also an extra draw call per material per per-pixel light (so for 2 per-pixel lights, we're now at 2 draw calls and 4 draw calls, respectively). And, depending on the…
To be honest it really depends on your situation in terms of graphic memory then two 1024^2 Maps will use less memory then one 2048^2 map. But using more maps will increase the number of drawcalls. Now depending on what the bottleneck is either could be considered more optimized.
that's not completely right.. the "materials" / shader calls are drawcalls.. one shader which is using 2 textures will generate the same amount of drawcalls compared to the same shader using just one texture
Hello everyone. Just a fast noob question. I am prepairing textures for a character. I just wanted to ask if 2 x 1024 or simply one 2048 map would be optimised ( for game engines) Yeah I always wondered that :D Thanks a lot.
define 'optimised' Also realise that 2x(1024x1024) is only half of 1x(2048x2048 ). Think about it spatially; two side by side 1024^2 maps would be 1024x2048; only taking up half of a 2048x2048 map.
@ Kurt Russell Fan Club Guess you sais the last and right word mate. :D Thanks a lot everyone. I will be going with a 2 x 1024. And from now on I guess I'll have to test it out. Of course if I encounter anything intersting. I will be writing it here. Good bakin' everyone and thanks again :D