Perf Cost: Texture Object & Texture Sample vs Texture Object & Texture Sample *2

Dont think it works that way, else we would just have arrays of individual pixels because they load up faster being just the 1 pixel and all.

This depends wholly on how you coded things…

Probably not, if you are accessing a memeber of an array and performing operations on it, the meber being an apple or an orange shouldn’t have much of an impact on the fact you are conducting some operation with it, like slicing.

The real question here is how and what are you getting at?
The engine already does a decent job at reducing texture lookups - its built that way due to DirectX actually, so you can thank m$ for forcing everyone’s hand.

Maybe you should do just that - read up some older DX9 documentation on how it used to be done, learn from the ground up on the way it used to be just enough to ubderstand it, then swap to dx12 so as to learn what it became…
Even with the documentation this isnt an easy read - but you can still build DX9 stuff in C# directly… trial and error would help.