Like most game developers, Jelly Button Games (jellybtn on Sketchfab)was looking for ways to get the best performance across multiple platforms. Their solution: a hybrid mix of vertex colors and textures maps. The approach results in a reduced memory footprint for texture maps while still giving convincing lighting on your models.
In this article Eran Caspi compares different approaches.
In order for us to reach the broadest audience, we need to support as many devices as possible, and in order to do that we are constantly thinking about optimization. We try to optimize our drawcalls, textures, models, code, servers and everything else we can, plus we try to find new ways and ideas to improve our visuals while trying to use minimum of the devices’ resources.
One of the solutions we found was vertex color.
In a 3D model, each vertex can be assigned with an RGBA value that is saved with the model without the need of texture. That way, it is possible to save memory for basic coloring of an object. It is also possible to create gradients between vertices with vertex color (for more info click the ref links at the end).
We discovered a few tricks which, when combined together, can have great results.
Just a final tip: here on Sketchfab you can use vertex colors too, but we only support them for .OBJ and .Blend files at this time.
What’s your secret sauce for great real time performance?