Texture Array Performance
Posted: Mon Aug 27, 2018 8:59 pm
Hi,
I'm building a large open world game that uses a large amount of texture assets (both adhoc/unique and tiling). I've been looking at utilizing Texture Arrays as part of an optimization pass and am considering moving every texture asset into an array.
Is this a naive approach? Is there any performance issues that can be foreseen, such as issues regarding potential large numbers of Texture Arrays?
Even more generally are there any draw backs to using Texture Arrays as opposed to a traditional Texture Atlas?
Also, wanted to ask if there's a way to "append" textures to the end of a texture array so that the textures currently in the array maintain their position — I'm thinking about long term maintenance on a texture array and wanting to avoid breaking references that materials have to preexisting indexes.
Thanks for the help and advice!
I'm building a large open world game that uses a large amount of texture assets (both adhoc/unique and tiling). I've been looking at utilizing Texture Arrays as part of an optimization pass and am considering moving every texture asset into an array.
Is this a naive approach? Is there any performance issues that can be foreseen, such as issues regarding potential large numbers of Texture Arrays?
Even more generally are there any draw backs to using Texture Arrays as opposed to a traditional Texture Atlas?
Also, wanted to ask if there's a way to "append" textures to the end of a texture array so that the textures currently in the array maintain their position — I'm thinking about long term maintenance on a texture array and wanting to avoid breaking references that materials have to preexisting indexes.
Thanks for the help and advice!