I’m curious if there are any performance differences in shipping builds of levels built with materials, vs material instances?
I get that there are editor performance differences (shader compile times) and quality of life improvements (instant visual feedback), but what about shipping builds?
Perhaps a memory overhead, but does anyone know if there’s also a potential framerate impact on a final built executable?
Each material generates its own separate shader, so using instances helps reduce build size and memory consumption since they all share the same underlying shader.
Do you mean that MIs will only load textures once aswell? (the one from the parent material)
So for example, if i have 100 MI from one parent material, it will cost the same VRAM as if it was just 1?
Cheers!