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Question by deepbluejeer · Mar 23, 2016 at 09:13 PM · textureatlascolorsvertex colorsolid

Switching Solid Color Materials for a Texture Atlas

I started making 3D Games using Unity and I noticed some people have severe slowdown issues when playing my games. From some research, I learned about the best practices when making games to help with the memory usage.

What I've tried so far is to disable gameobjects when they're not shown onscreen and lowering the Clipping Planes Far value. They worked well, but I also read that using too many materials is bad for the memory usage and data processing. Currently I'm using about 30 materials with solid colors - lots of models are using more than one material.

I know two possible routes I could take are Vertex Coloring and Texture Atlases (using one material). I don't want to use Vertex Coloring for now since I have no experience, so I'm trying Texture Atlas. The thing is - it's a lot of work to make one, so I'm starting to question if it really is a good idea to make one using solid colors.

Has someone here used Texture Atlas like this before? Should I worry about creating one? Thanks for the attention!

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avatar image Graphics_Dev · Mar 23, 2016 at 09:30 PM 1
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There are much bigger performance hogs than 30 materials...

  1. Anti-aliasing

  2. Shadows (soft are much worse, but hard still sucks resources)

  3. Loads of rigidbodies

  4. Low physics timestep

  5. Image FX

  6. Realtime lights in general

  7. Number of pixel lights

  8. VSync

  9. Soft particles

(These are not in any particular order)

avatar image deepbluejeer Graphics_Dev · Mar 23, 2016 at 09:54 PM 0
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I understand there are bigger hogs - but should I worry about setting down the number of materials I use? I don't want to finish my project with lots of materials, only to find out they are messing with my game's performance.

avatar image Graphics_Dev deepbluejeer · Mar 24, 2016 at 10:29 PM 0
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30 materials shouldn't be whats decreasing performance, although it would be optimal to store all of the colors in a small atlas (a 32x32 image could store 1,024 colors...).

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