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Question by Jasior0000 · Nov 07, 2014 at 06:36 PM · texturematerialoptimization

Multiple materials, same texture - performance?

I have an environment build entirely using just 1 texture and 1 material. Now I would like to highlight some objects using a different shader (i need to pass the same texture atlas to it).

My question is, is it cheaper to pass the same texture (the GPU will figure out that it already has it in the memory), or is it cheaper to create a custom texture just for this single object?

Thanks in advance :)

John

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Answer by Itaros · Nov 07, 2014 at 06:42 PM

Meshes having different materials are non-batchable resulting in increase of draw calls. Everything else is neglectable.

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avatar image Jasior0000 · Nov 07, 2014 at 06:49 PM 0
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This doesn't answer my question, as I need to use different materials. The question is which method is faster (new texture (small), or same texture (big, but already on GPU?) )? Or did you incorporate your answer into "Everything else is neglectable." and I really shouldn't care?

avatar image Bunny83 · Nov 07, 2014 at 06:58 PM 1
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@Jasior0000: Exactly, it doesn't matter. Especially in relation to speed. The only thing that might be influenced is the memory consumption (which isn't related to performance at all).

Without knowing the exact resolution of your individual textures and how they would be packed into an atlas you can't tell which one would requires less memory.

avatar image Jasior0000 · Nov 07, 2014 at 06:59 PM 0
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All right, I guess that answers my question :) Thank you guys!

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