Hello, I was wondering what the general consensus is on using large textures for large pieces as opposed to cutting a piece into multiple meshes/textures. I tend to divide meshes where I can for this very reason, especially in UDK, however for this particular part of my level I’m trying to go for a grandiose feel. I have large pillars, walls, and floor panels. They are already split into multiple pieces, my issue though is the size. I have only needed a 4096 once or twice so far, in another area comprised of big and small meshes. Will this affect performance? Currently I have 2 4096 pieces, both have a diffuse and a roughness texture of that size. I’m thinking of cutting out the roughness texture and going with a plain constant. I’m looking at about another 10 pieces of similar size that will be needing a 4096. Before I proceed I want to know if this is going to have an impact on performance. I can’t split these really since they’re basically stand alone pieces, not compositions of multiple.
If this were to be an issue with performance, would using similarly sized masks (2048-4096) with vector 3 constants be an improvement?
Or perhaps setting up 3 materials that I use on all pieces? (2 panel colors, 1 emissive basically across all of the environment. Most detail is in the mesh itself.)
Any insight would be appreciated.