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What to choose when makin' textures?

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moldova
Hello again )
I can't realy understand whats the best, making 4k textures or 2k texures in order to have better/best performance (optimisation).
If i choose 2k, it means (with same texel density as if I've choosed 4k) I will have to make more textures, thus, more drawcalls.
So what should i choose?
Thank you.
 
Hello...

It really depends on the particular model and the number of materials that is required. One size doesn't always fit appropriately.
 
Hi @Pyscen
Seems that I was not very clear. What you're saying i think it's irrelevant, because we can "cut" (divide) any object in as many pieces as we need.
For example, an object which, unwraped fits in one 4096x4096 texture, it can be "cut" in 4 evenly (more or less) pieces and therefore to keep textel density, we'll obviously redistribute unwraped objects to 4 2048x2048 textures.
This means there is to choose between:
1 object/ one 4k texture
or
the same object divided in 4/ four 2k textures

It's easier to create one 4k texture, and in the end, whatever I'll choose, the quality of textures will be the same, but I also need the best choice in terms of optimisation/performance.
Any thoughts?
 
You didn't really provide the details, yes, obviously in the scenario you just described it would make the most sense to use the 4096 texture, the vram requirements are the same with one drawcall vs 4. That doesn't apply in every situation however and that's what Doug was getting at.

Some captain over at Avsim will come along and notice your "extravagance" with the 4096 texture though and heroically reduce your texture to 1024px, all the captains will cheer and clap because they gained 1/2 fps, and in the meantime your "texel density" just went straight out the window, nobody will even notice the difference in the sim.
 
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