Texture complexity and performance ?

Hello,

Was wondering :

Does the complexity of a texture, like details in it, hit ingame performances ?

For example, is an alpha 1024 x 1024 texture with lots of halos inside it more gpu hungry than a single giant halo ?

Seems not, but I can’t understand that yet, as in a classical 2D engine it is very impacting.

And if it has some impact in 3D, by how much approximately ?
(from “a little” to “big”)

As far as I can tell, the shaders determine performance, not the textures themselves. The only exception to this is texture size, which can affect things a bit.

To illustrate this, the diffuse shader just uses the color information on each pixel of the texture when rendering it onto an object, as far as I can tell. You can put alpha in there, you can add transparencies in Photoshop, etc…, but it will still just render the pixels and ignore the extras.

If there is a performance difference, it’s way too small for me to measure.

Then there is no complexity limit, whatever hardware is it aimed for …

Awesome.

Thank you Gargerath :slight_smile:

Thats not fully true
If you use shaders that use alpha, the alpha presence actually will make a difference to it.

Ah :smile:

Seems somehow logical to me, yep.

Actually, I just finished a test with 15 halo PNGs in my scene, and there’s no visible difference.

Maybe we could see one with hundred of it …