Hi guys,
I was wondering, when using Virtual Textures, does still makes sense in terms of optimization, to combine textures such as Metallic, Roughness, Occlusion? or I can leave them separated and use instead the same compression style to use only one sample slot?
Yes it still makes sense to combine them (as far as I know)
My understanding is that you should still get the compression benefits of texture packing while using SVT. It should also reduce the number of texture lookups and stacks needed though depending on the material this may not be significant.
Edit: The more I look into this the less confident I become in my answer Take it with a grain of salt I guess. Additionally, UE5 seems to have different behavior than UE4, VT stats aren’t listed and VT samplers are treated as regular texture samplers in the stats output. I’m not sure if this is just erroneous output or if something has actually changed.
In UE4, simply using the same compression method does not reduce the number of VT lookups (though if they share the same UVs they’ll still be combined into 1 stack)