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Question by khellstr · Dec 11, 2012 at 03:30 PM · textureperformancetexture2dmemory

Using baked textures and about texture sizes?

I know this is kind of stupid question and most of you just answer "It depends". So don't.

How many 4096( or 2048..) textures you can use in "game" that runs in modern laptop? (let's say i5 dualcore or better and some decent graphic card max few yers old)

I know it depends but I don't have a clue if it's 1,5,15 or 150. I have been googling and reading forums and only answer I can find: "it depends". I'm kind of getting angry cause no one can give any scale, they just mention how stupid question is.

Reason why I'm asking, is because I'm making "walk through" visualization of a house and instead of using lightmaps, I thought I just bake shadows in diffuse channel and forget about using tiling textures.

Image of model I'm considering to texture without tiling/reuse/repeating: image of model(wip) I'm considering to texture without tiling/reuse/repeating

I think it could be possible because it's a small scene. But I just like to know if I can use 1-5 2048textures or is it more like 10-20 ? (or total texture area?). And performance is now biggest concern, as long as it runs, even with slow framerate.

Thanks.

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Answer by alee26 · Mar 22, 2013 at 04:22 PM

As i know on pc, the texture size is dependent on the DirectX and OGL version. Again as i know for example DX 10 handles 4096x4096px textures. And the answer of how many textures can you use is, as much as your graphics card memory. Also compressed textures are uncomperssed in the memory. So the data loaded to the memory can be much more than the file sizes you use. I hope it helps (sorry for bad englsih)

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