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Is there any texture quality loss from repeating a texture with UV tiling vs creating many instances of the object end-to-end?
Not sure if I need to elaborate more than the question I asked, but I feel like I once heard someone say that you lose texture quality the more you UV tile something, however, I've stretched a plane horizontally 1000 times it's original size and compensated by tiling the material's UV tiling 1000 times and have it side-by-side with a plane that hasn't been stretched or tiled and they look exactly the same to me in quality. The only difference, is that where I've lined the two planes up, I can see some kind of anti-aliasing seam caused by the severely stretched plane. Anyway, I'd love to know this definitively as I'm starting to make indoor environments for my game. Do you lose any texture quality by stretching a plane vs lining up non-tiled planes end-to-end. Would one version be more performant than the other, etc?
One consideration I can see, would be that if you were to stretch a plane along a span of wall and then tile it to compensate instead of using multiple square planes snapped together with modest or no tiling, you'd need a unique material for each of the stretched spans, and therefore, would be adding draw calls vs the method where you're using multiple snapped square planes. The smaller, snapped planes would also get a performance benefit from camera culling, I would expect. The stretched planes, with their need for unique materials (but less polygons) would surely be less performant in most cases, correct?
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