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What impact do draw materials have on performance?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by ThreeDTech21, Feb 19, 2016.

  1. ThreeDTech21

    ThreeDTech21
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    My mod has alot of objects that have textures, some objects are using the same texture while others use different textures, In all I'd say I have about 70 objects with textures, I wonder if all of this can impact performance do to multiple draw calls, also many of my textures are big usually 1024 or 2048, the full size of all textures is 109MB I'm looking to reduce it but if theirs minimal performance gain I'll leave it
     
  2. thomatoes50

    thomatoes50
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    BeamNG Team

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    Jan 31, 2013
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    Once texture are loaded it doesn't matter.
    They are multiple option that can introduce a bit of lag like (transparentOperation, glow)
    If your texture files are in DDS it's all good.

    And thank you BeamNG team for supporting modder (sarcasm).
     
  3. Nadeox1

    Nadeox1
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    BeamNG Team

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    Thank you for being so supportive! (/s)
    Do you mind, while we check the forum constantly, it's very easy to miss a thread.

    I'm not entirely sure, but I recall that each material (actually each layer) count as 1 drawcall. And each object is 1 drawcall aswell.
    So if you have 70 buildings, those would be 70 drawcalls alone (then you have to count LODs if there are, etc). And if a building is using 2 materials in the same mesh, that building will become 2 drawcalls (one for each material).
    Texture size impact mainly vram and loading times. That's not rocket science I fear, you can't really calculate how much VRAM the usage will be.
     
  4. ThreeDTech21

    ThreeDTech21
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    Ok Thanks!, with all the textures for my vehicle it takes about 20-30 seconds to load which is way too long so ill look into reducing the actual amount of textures, I was also going to look into making a huge atlas texture for the whole vehicle.
     
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