Gergo Panker
pankykapus
Was just going to ask what difference it actually does make for example ,
what is the difference in performance say from a car using 75 textures and 30 shaders in the sdk ,
or a car using 75 textures and 66 shaders in the sdk , what is the overhaul difference if the polycount is exact and all LOD is exact ? just out of curiosity be nice to know ,
Adding materials adds draw calls, while adding textures will likely increase file size, thus it's more of a memory issue. The point is always to find a good balance. The AC engine doesn't suffer too badly from having quite a few draw calls, while in other engines it's the number of draw calls you want to push down as much as possible, our target here is to keep the .kn5 below 42-43MB and not to go too crazy with the materials.
Remember that even when using the same material, separate objects also add draw calls, so for example if you have INT_Carbon in the cockpit and the door, it'll add up to two draw calls as they are translated by the engine as two separate material instances. This is why you want to have all objects merged in the end (of course only those under the same helper) that use the same material (whether you merge materials and use IDs or merge per material is your choice).
Last edited: