Hey guys! I have a question concerning texture optimization. In my game, I was originally using a Master Material with world aligned textures, that way I can scale it once and have it line up 100% of the time, and not worry about making different instances to adjust U/V tiling. However, a few of my testers with rtx 30 series cards were reporting unnaturally low performance (still runs fine, just not as they would expect) in pretty sparse levels. I went and began trying to optimize everything when I noticed that the required texture resolution is in the red FAR more than it should be.
As a test to alleviate this issue, I created a Texture-Coordinate material, and got much better results from the required texture resolution and mip maps.
The downside here, though, is that I would need to create a material instance for just about everything to ensure the tiles on my material stay square and the same scale. Not only that, but when testing and looking at the streaming stats, I might be blind but I’m not really noticing or seeing any difference
My question now is, which one is really better? I know theoretically the texturecoord is better, but at the moment and without dozens of instances, the performance (to my knowledge) is pretty much the same. Additionally, am I looking at the right things? Perhaps I’m not seeing a difference because I’m using the wrong tool to profile. Any help would be appreciated!