Using atlas, we can reduce memory and draw call. And the atlas is usally POT(Power of Two) Texture.

And I know non-POT texture have a lot of GPU and memory performance overhead. (link)

I have many rendering objects and they have also their non-POT textures.
And I packed the images into one 1024*1024 POT atlas and applied them to the objects.
(each textures is non-pot, and the atlas is pot texture)

In this case, Can I avoid non-pot texture overhead?
Are they treated as non-pot texture or not internally?


I can't speak specifically for Unity, as I don't use it, but based on my understanding of graphics hardware (I have written a multi-platform 2D rendering engine or two), there will be no performance overhead using non-pot sections of a pot texture.

I can think of no reason why this would be any different for Unity. The overhead is purely hardware based.

  • \$\begingroup\$ Thanks Mick, many times, I heard that developer should use POT texture in Unity. especially in mobile for mipmapping overhead. \$\endgroup\$
    – Jinbom Heo
    Jun 22 '15 at 8:42

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