Hey, I have a few questions I have always wondered, but never quite understood.
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Is it more optimized to use one/a few master materials, and make many instances of those, instead of making a new material per model (even if you make an instance of that). In other words, you make a master material where you can set the basecolor, roughness, normal map, etc. in the instance. Or you make multiple materials where you can’t change it via the instance.
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Is it better to change resolution outside of the engine, and import them as the desired resolution than to use the LOD bias in the texture settings? I feel like it takes a second to load the lod bias in packaged versions, so it kind of flickers into the new set resolution. But I also guess it would be better for file size too?
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How much more demanding is it to use translucent materials than masked? Is there a clear difference?
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How should you be using high resolution textures?
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Do textures changing resolution based off of distance? I’m guessing thats what the texture streaming is for right?
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What texture streaming pool size is normal to have for open world games? Do you stick to the default value or increase it?