What's better for performance in general when it comes to these texture sizes vs mesh draw calls.

Hi guys, so which is a better rule of thumb when it comes to say the following:

1 - Two 2k textures on a mesh with two materials, one for each matID? I understand this will give two draw calls but is it better than having the below option with higher res textures?

2 - One 4K textures with a single material for the whole thing? I understand this becomes one draw call but how does it stack up against a higher res texture streaming, memory etc…

Of course when i mention “2k textures” in each material I mean 2k textures which may include the whole deal with other 2k textures or less for masks, Normals, AO, roughness etc… same with 4k, which all add up naturally.

So which option is more or less recommended to use and relatively would be more performance friendly?

Thanks.

4k is four times bigger than 2k. Draw calls are quite cheap on Metal, DX12, Vulkan, Consoles. Even on DX11 you can have 10k drawcalls. Splitting mesh to different materials might open up optimization opportunities. Like for full metal material you don’t need metallic texture. Also you can use a lot smaller albedo texture. It’s also make possible to use different shading models etc.
There is no simple answer. Which is better workflow?

Cool Thx Kalle, Informative, will look into it. I’ll probably go with what you suggested.

^ this for sure. lol nice answer Kalle. I have found anything higher then 2k feels really “heavy” no matter how you dice it up. I have tried to run 4k textures and landscapes and … all types of stuff. My performance start to really hurt. This may simply be because i dont have a team of 20+ year designers working for me tho. ha! But yeah, 2k all the way !