UVs and performance

I buy a new graphic card and want to test it. So, I’ve got a plan to use individual UVs for texturing and light-mapping. I wonder the number of UVs on the same object can consume VRAM.

additional UV channels will increase the amount of memory used (since it’s another set of coordinates for the mesh). However, typical workflow assumes two UV channels, the first for the material and the second for Lightmaps so you won’t see any different results. If you really want to test a graphics card then there’s lots of post processing effects that will make a difference.

Thank you so much!