Timeline for Is multiple material on same mesh cause low perf?
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
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May 17, 2018 at 15:12 | vote | accept | modernator | ||
May 17, 2018 at 15:12 | answer | added | modernator | timeline score: 0 | |
Jan 28, 2018 at 15:31 | comment | added | modernator | Thanks guys. I just finished material integration jobs. I spent whole day to do this, but it's worth it. Thank you very much! | |
Jan 28, 2018 at 7:17 | comment | added | Jay | Oh yeah, if you have 6 materials per weapon then you should look at cutting that down. The number of materials in your whole scene will be a contributing factor as well. | |
Jan 28, 2018 at 6:27 | comment | added | modernator | @Jay Okay thanks. Than should I change all my models to have single material with uv mapped + textures? I already made almost 10 weapons :( Is there a way to make fix this more quickly? | |
Jan 28, 2018 at 6:25 | comment | added | modernator | @DMGregory Sure, I just added screenshot. | |
Jan 28, 2018 at 6:23 | history | edited | modernator | CC BY-SA 3.0 |
Added screenshot
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Jan 28, 2018 at 1:12 | comment | added | Jay | Yes this is true, performance should increase if all weapons are drawn in a single 'batch' with one material. 8 materials does not sound like a lot though. | |
Jan 27, 2018 at 21:14 | comment | added | DMGregory♦ | Each material change usually means a new draw call, so there is a cost to it. Can you try including a sample of the visual look you want your weapons/other models to have? It might be possible through vertex colours or other means. | |
Jan 27, 2018 at 16:24 | history | asked | modernator | CC BY-SA 3.0 |