decals costly in 5

Hello, i often heard that decals were costly, and should be used with caution. i’d like to know if this was still the case with 5. how many of them can we use (want to add few graffitis on my walls). is there tips to make them lighter. the problem with graffitis it’s that we can’t replace them with simple textures, as they rarely cover the entire wall. so we have to use decals

Hey there @chichiFregiLover! So for the most part Decals can be decently expensive depending on your use case. In your example, graffiti used sparingly may not be a problem as long as you aren’t overwhelming your texture pool constantly with high resolution or too many decals. You can mitigate the price of decals by using them sparingly like for certain gameplay things (bullet holes, ground effects, superficial environment damage etc.) and making sure they fade out/in at appropriate distances.

the problem is it’s an industrial area, so there gonna be quite a bunch. but as they will be on walls, doesn’t nanite cull them. like it does with meshes. i may try this when i come back from work. and see the result

If you’re going to need a ton of them, I’d definitely recommend trying to bake them into the textures to save some performance. That said if they are imported third party assets, that may be some solid work especially if the UVs are packed really tightly.

the problem is not the supporting mesh. because as i said it’s gonna be walls, in other terms cubes. the problem is gonna be the cut between the drawning, and the clean wall. as grafftis don’t systematically cover the whole wall. this is in fact the only reason why i need decals. without that, i would of course have used textured meshes without hesitating. but if i understood correctly nanite, it uses massively culling. so maybe i should try once and see how it goes, for example with 40 graffitis or so. because if it hides unseen meshes, why wouldn’t it do that with decals. if there’s too many issues then i may cover the cut with something like a gutter, or so

according to that tut, nanite doesn’t support decals. meshes with decals on them yes, but not decals. so in short in 5 a decal, is a decal. so you better be careful with that

Ahhh that makes sense, if you’re working with primitives and just applying materials that way it’d be harder to handle it with textures. Though I was referencing manual texturing with UVs directly on the model, in which you wouldn’t need decals but that’s manually authored.

i have a semi good news though. according to that same source, decals are not costly. it all depends on the size on screen, and the material complexity. my materials are ultra simple. the bad one is that them being graffitis they can occupy a pretty fair large size on screen. again, i need to test. but i’m pretty ocnfident that with both culling, and distance appearance i can achieve something close to what i projected :+1:

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