Do the Number of UV Islands Effect the Performance & Quality of a Mesh

Working on a method for automated the production of scanned assets and looking into Houdini and its automated UV creation. It does a really good job at making clean UVs but sometimes makes quite a few islands. Like 20-30, most being small areas. Lowering the amount causes issues with the overall UV quality and coverage. Would it be unwise to have this higher number of UV islands on some meshes.

Also looking into this as more of a seller’s viewpoint and not a developer. So would want quality in the assets for people purchasing.

Thank you

A vertex that has split UVs, normals, or color is duplicated when sent to the GPU (worst case scenario is three unique vertices per triangle). It’s not much and it’s negligible if you have more vertices inside the islands than at the borders.