I have been playing around with procedural textures for a project and started wondering how much difference the shaders and vertex count make in a project for armory (and possibly any other game engine.
With tools like HardOps, Boxcutter and the like all over the market now you can get some great looking meshs pretty fast but they can be really heavy on the vertex count. I have always been told that you need to make the mesh simple and but your complex items in the texture. However when looking at the complied folder for a past project I find the largest mesh to be 343 KB, the largest shader to be 31 kb and the largest texture to be over 5,000 kb.
So how does this really translate into performance. If I can make a mesh that complies to 2,500 kb with only a shader (procedural texture) added as opposed to a very simple mesh (cube) with 3 or 4 2K maps to add detail, which actually performs better.
I hope this question makes sense to everyone.