Question: for room texture variation, what would be the best approach in regards performance?
The 3 options I’m aware of (without going into texture-less materials) all using main texture tiled, main texture doesn’t require UV’s.
Differences on how to place variations for individual rooms
- calculations applied to different areas via world coordinates. - one block 8 verts, variations via maths and tricky stuff, all in unreal Materials editor.
- Deferred Decal, or decal planes set to uv coordinates like Star citizen - one block 8 verts plus 4verts per decal? do decals have much overhead vs math placement ? this is the big question,
- UV layers for variations (suspect this would require -one block with verts dependent on room number or placement of variations (main texture tiled so consistent high detail with small texture size, individual variation textures can be high detail, depending on shared edges this will likely create more verts than using decals)