Increasing performance through customized UVs
Games are generally computationally expensive, so it makes sense to improve performance whenever we can. With a computer’s GPU, a vertex shader is run for every vertex on a model, and pixel shaders are run for every pixel on the screen. For those cases when there are fewer vertices than pixels, Unreal has a feature called Customized UVs, which can give you a performance boost if you run it on just the vertex shader, instead of also using a pixel one. In this recipe, we’ll take a look at how to take advantage of that feature by tiling a texture more efficiently.
Getting ready
To easily see the differences in UVs, you should have a texture where you can easily tell where the edges of it are. In this case, I will be using the UE4_Logo texture, which is included in the Engine Content | VREditor | Devices | Vive folder in the Content Browser.
Tip
The UE4_Logo texture is an asset that is part of the engine – there...