Use Full Precision UVs Performance hit?


I’d like to know if there is any impact on performance if I use full precision UVs on all my static meshes in my project.


By default static meshes use half precision (16 bit) UVs in order to save memory. Enabling this option forces the mesh to use full precision (32 bit) UVs. This might be needed for certain cases when seeing artifacts with texture mapping the mesh. (quoted)

so it basically doubles the footprint of UV-data.
For just a few meshes this is fine, but if you want to do this on hundreds of meshes… that might not be a good idea.
Generally speaking, you wont need it in 90+% of the usecases anyways.

Thank you for the fast reply