So I’m diving deeper into my project that relies heavily on larger scale material blueprints, to optimize them more and use less system resources at the very end.
I’ve started messing with texture compression methods, and texture sampler types where in most texture samples I’m using only one channel instead of RGB, meaning in basic logic I can save a lot of memory that way.
So I have converted all of the textures into appropriate compression types (grayscale for masks and maps) and left default for albedo and normal maps. For grayscale textures I’m using Linear Grayscale sampler type as well. But after running the project, I haven’t noticed any to no difference.
My question is, is this still worth doing in UE5? I’ve read around that the engine is now smart enough to do this on its own, but then again, why do we still have these options available?
I’ve also noticed that my grayscale texture maps become red tinted at runtime while in editor they’re grayscale. That happens when Color sampler type is forced on a grayscale image. Could something else be forcing sampler type back in runtime? And finally could that be neglecting my whole process of trying to optimize my materials simply by switching to color at runtime, meaning, it’s using all channels again which results in same memory usage as if I left it all in color default color modes?
Thank you for your answers.