Performance hit from having very mixed splatmaps?

Hey hey,

I’m writing some terrain texturing tools… and I became curious… are there any severe performance problems associated with having very “mixed” splatmaps.

What I mean by mixed is having most textures be present everywhere on the map, if only just a little.

So for example, maybe I will do most of my ground terrain with 50% sand and 50% rock texture. Is this a bad idea, performance-wise?

Please note that I’m not referring to the amount of splatmaps - I’m assuming here that we’re only using one splat map (4 terrain textures).

It shouldn’t. Splat mapping methods generally blend all the map textures together always anyway, so a lot of one map texture may be at 0 alpha, but that shouldn’t actually speed anything up.

The terrain is designed to be used that way, so I really wouldn’t worry about it.

-Jeremy