UE3 - UT3 Does UE3 do better with large texture atlases or smaller, separated materials?

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Jonathan

New Member
Mar 19, 2006
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So some engines do better with a 2k or 4k map with a bunch of models crammed in on the same material (or texture), or in other words, a large texture atlas.

However, some engines/games do better with it being broken up into smaller pieces.

From what I have read and understand, UE3 works better with more individual textures instead of texture atlases that refer to several meshes in a scene.

I guess this could be due to the speed of the game, as you're often moving into a new scene, occlusion areas, etc. so there would probably be more draw calls necessary. Also, perhaps it has something to do with the structure of Unreal Engine 3 itself.

So is there any technical information that can further nail down which one is better? Right now I'm of the conclusion that smaller non-atlased textures are better.
 

|*BILLY$CLINT*|

I make things happen!
Jan 25, 2008
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The Moon
Really depends on what you are trying to achieve in your scene. Also how big the objects are how many of them you have play a part in making this decision. I know gears does use a textures atlas for props, soda cans, bottles, brooms, things like that. I know for a fact that if you make each one of those objects have its own material your going to take a HUGE performance epically if you try and get all fancy with your shader.