Im using (n) different texture maps and when I started using (n+1) instead, performance drastically drops. What happened?
Your graphics device has a limited amount of dedicated texture map memory. Your (n) textures fit well in the texture memory, but there wasn’t room left for any more texture maps. When you started using (n+1) textures, suddenly the device couldn’t store all the textures it needed for a frame, and it had to swap them in from the computer s system memory. The additional bus bandwidth required to download these textures in each frame killed your performance. You might consider using smaller texture maps at the expense of image quality.
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- Im using (n) different texture maps and when I started using (n+1) instead, performance drastically drops. What happened?