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1 x 8192x8192px texture atlas VS 32 x 1024x1024px individual textures
This is a question which always puzzled me...
Does Unity require MORE resources when:
loading 32 objects using the same 8k texture atlas
when loading 32 objects using 32 x different 1k textured materials
(I know the draw calls are batched together on texture atlases, that's why I use small texture atlases, but with thousands of house models 8k texture atlas seems a lot.)
Please enlighten me! :)
Answer by AttilaZold · Mar 12, 2019 at 10:31 AM
101 people following this question and nobody knows the answer? sad... I really wish to find this out once and for all.
Answer by kaarloew · Mar 12, 2019 at 10:45 AM
8192x8192px atlas will use more memory, since it will 67_108_864 pixels vs. 33_554_432 pixels. If the textures are read only then RAM usage difference should only visible in loading parts since texture will only be in GPU memory after that.
You can naturally do 8192x4096px atlas (assuming you don't use texture compression or are using any modern texture compression system). In that case 8192x8192px will use less resources (difference will be small), because there will be less texture handles
Allright, that much I know. What I'm interested in is which is more optimal? using 1 single 8k texture atlas for 32 different models, or 32 x individual 1k textures/materials for the same 32 different models?