Performance of UE5.5's Mesh Texture Color Painting vs POM Vertex material?

Hello All,

A parallax occlusion mapped vertex painted material (all R,G,B channels) is quite expensive and we really stripped out as many maps and use cases as possible in our environment art, leaving us mostly with either displaced geometry + 1 material + decals, or vertex painted flat geometry that we turned nanite on after the fact, as solutions.

I wanted to know, how does nanite tessellated geometry using mesh texture color painting stack up in terms of performance? I was thinking of making a building asset that has very large walls and needs the variation, I was going to try to pre-displace it in Blender after vertex painting it, then paint the textures back onto the walls in UE using the new feature, but I’m not sure how the performance is.

I certainly don’t want to use it if its much heavier than a standard vertex painted material other than the obvious extra cost from loading in the texture map you paint into.

Does anyone have much experience and can provide an insight here?

Cheers!

J