I’m trying to optimize my textures/materials in my project. I’m currently manually adjusting the hue and brightness outside Unreal Engine, so if it’s brighter or has a different hue, it means a different texture, with that technique the frame rate is stable, but this means each individual textures will be stored in the memory while I could just adjust a few numbers instead…
Now I tried optimizing things up by resorting to 1 texture and adjusting the hue and brightness within the material instance instead, this way I would save on memory. I tried adding ‘‘Blend overlay’’ with a vector4 parameter, this way I could adjust the hue of each material instance. Same for the brightness. So after setting that up, I packaged the project and my frame rate dropped to hell on my lower end test computer.
Now here’s my question; I was wondering if there’s a way to adjust hue and brightness of a material instance without affecting CPU performance, granted the test machine doesn’t have a dedicated GPU and my prior attempt didn’t work (see screen shot)
(Failed attempt at optimizing)