Texturing workflow for environment assets

I’m not sure there is any official documentation on this. This is all relative information depending on what you would like to do in your game, in my opinion. Using the profiling to find bottlenecks and optimizing your game to handle well at the FPS you are targeting. A lot of this is testing what works and what doesn’t then optimizing for the target platform.

I will post this on our daily forum thread for any developers that want to possible chime in on and see if they have any hints or tips and tricks that can help.

Tim