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Question by NickehG · Dec 10, 2011 at 09:18 AM · textureperformancescaletexturing

Texturing Large Objects

I'm currently working on a space sim game where you fly from the perspective of a small fighter and I want to have some absolutely massive space stations and capital ships. My question has to do with texturing these behemoths as tiling textures may not achieve what I need in some scenarios (if that'd even be possible without killing performance).

What in your opinion would be the best way to go about this? Create a mesh with lots of materials (tiled or UV when necessary) or creating huge UV maps? My problem with the UV maps is that they get blurry as the ship gets bigger (likely due to being scaled down to 1024) or perhaps I'm just doing something wrong?

Any help on this would be greatly appreciated!

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avatar image Eric5h5 · Dec 10, 2011 at 09:43 AM 1
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Tiling textures has no effect on performance. Also, you're not limited to 1024 for texture sizes (except on old iOS devices).

avatar image NickehG · Dec 10, 2011 at 10:47 AM 0
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Really now? So what might you consider overkill or "max" texture size template for UV maps?

avatar image Eric5h5 · Dec 10, 2011 at 10:54 AM 0
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It depends on the graphics hardware, though Unity currently doesn't allow for more than 4096x4096. $$anonymous$$eep in $$anonymous$$d that's a large amount of VRA$$anonymous$$ (~85$$anonymous$$B assu$$anonymous$$g DXT1 and mipmaps).

avatar image NickehG · Dec 10, 2011 at 11:01 AM 0
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Right, well thank you very much I definitely appreciate your response. One more question, does it affect performance to have one mesh with lots of materials on it?

avatar image Eric5h5 · Dec 10, 2011 at 11:08 AM 0
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Yes, each material is another draw call. It's basically the same (as far as performance goes) as having multiple separate meshes with different materials. But that's not likely to be an issue since I doubt you'd have lots of huge stations and capital ships all in view at the same time.

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