Best Practice for Texture Maps & Performance

As far as I know “draw calls” are the deciding factor. The engine normally loads a texture and paints it everywhere where it is needed in one draw call. So having one larger texture is a benefit.

It might be a disadvantage when you combine textures which have nothing to do with each other, for example combining a character texture with a texture of a house because you are wasting GPU memory when not both objects are in the same scene. This is always the case when you only use a part of the texture.

Furthermore use material instances as often as possible instead of materials because they are also more performant.

So short answer. It depends :wink:

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