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This has reminded me of my most controversial gamedev opinion: Ease of use is WAY more important than optimization. Better to waste a little texture space or a few polygons and get work done easily than make something perfect that takes more effort to finish.

kelsey irene@holographic.pink

i thought i'd try this cool thing called blocking out for once in my stupid life and i accidentally wrote SHIRT on upside down UVs and it's funny so i'm leaving it for now

14 reposts96 likes

If you're in a production setting and you aren't working with 128px textures, just arrange things for ease of use instead of perfectly optimized texel density Nobody's gonna notice except your overbearing cinematic director

When I'm working in godot, have patterns that I use that require a few extra steps and are slightly less optimal, but they allow me to use godot's inspector gui to customize things moving forward, and that makes me able to make the most of the game engine and editor as a tool for me.

also spending a few extra triangles can help you save tons of texture space - something people with very superficial 3d knowledge don't even have the chops to consider when they've been hard conditioned to think "less tris = objectively better"

I sort of think of "optimizing" and "following performance-conscious practices" as different things - don't optimize prematurely, but do think about performance early and try to generally build things performantly, else you are setting yourself up for death by a million paper cuts later

Otherwise, I agree; designing for humans is more important than designing for computers. Your perf issues will rarely be because you have one poorly optimized texture (although it could be from lots of poorly optimized textures). There's always ways to make up the difference if you need to