i am definitely going to uvmap my models for normal mapping details.
However, i have created some nice shaders with geometrically placed details. my computer is top of the line, so i cant feel any performance difference.
the question is which is better/faster for optimization? a combination of gloss and diffuse uvmap images baked to display the diffuse and gloss, or a procedurally generated shader?
for example, i have 10 different models on the map, with different meshes, uvs and normal maps. They all are wearing “bronze plate armor”. this can be done either with 20 different uvmapped 512 x 512 pngs being processed by the graphics card, or one “bronze plate armor” gloss shader (its a custom shader tha works great in glsl, including adding details where i want automatically based on edge detection etc) distributed across all 10 different model types. which would be more resource intensive?
or perhaps there is a tool to show graphics stress beyong a fps counter?