I'm making some overlays for Racemenu, so most of the texture is alpha=100% (transparent). even tho there may only be about 5% usage of the surface, I know that the entire texture will be computed for all passes.
So the question is this:
Since so much of the txtr is unused, will there be a performance difference between a 4k texture with 100% usage (like a bodymesh skin) and a 4k texture with 5% usage? In other words, will all those unused pixels be somehow optimized before being passed on to the renderer? Or is the entire 4k texture being displayed as is without any kind of optimization or management?
If it were a txtr with 100% coverage, a 2k txtr would perform better than 4k. But if there's any kind of optimization, a 4k txtr would look better and may still perform well. (prob even better than a 2k txtr with 100% usage)