Looking to use PBR and notice a lot of combination options which look like it could get heavy on the VRAM if using all of them. Any advice or opinion welcome. Pro’s/cons and such.
Wondering if it would be suffice to use Color, Normal map with alpha as Displacement, and a single texture which uses each channel for: AO, roughness, and metallic? How many of these do ppl actually use most of the time?
Also wondering if there’s some option coming for vertex texture fetching to be available for OpenGL builds - as right now I can do it with HLSL side. [ I just thought it would be real handy for complex animation stuff - like cloth, softbody/flex/jiggle, numerous bone-weights, multi-morph targets & animation blends. Could make some really awesome stuff happen in realtime… although I suppose there are ways of making it all look realtime too with springs and fewer morph targets. ]