Hi all - this old chestnut comes up regularly and it is one of those threads where two lines from somebody at N3V could can the debate once and for all. C'mon guys!
The 255 texture per route thing is correct for 06 and older, but later versions are 255 (or thereabouts) per board and no limit per route. I might be wrong on the exact 255 but the per-board limit is so high that in effect there is no practical limit anywhere.
On the how-many-textures-deep thing here is what leads me to believe buried textures do matter. All my routes are DEM via HOG, so they have the blue/red/teal lines all over them. The route gets textured. I try to not use a lot of textures, but I do layer them so by the time I am finished the route there are no HOG textures visible and two/three/four textures overlaying them over the entire route. The HOG textures are still listed in the config though. Pretty much the last step before release is that I remove the HOG textures from the route. I do this by noting each HOG texture listed in the config. I place a swatch of each in a hidden corner somewhere and then use 'Replace Asset' to swap them for a sacrificial texture. Save, quit to CM, delete the sacrificial texture, reload route, Delete Missing Content. All HOG textures are now gone and there is always a significant improvement in raw fps across the route for myself and all testers. The ONLY change made was deletion of the buried, 'invisible' textures.
This leads me to be almost fanatically careful with ground textures, specially the new hi-res stuff. If I get the texturing in an area wrong I don't 'fix' it by retexturing, I quit without saving and start again, or even revert to an archive copy.
The suggestion to copy/paste 'blank grid' is on the face of it a good idea, but does anyone KNOW how this works? Does the 'Paste' remove the underlying textures or does it simply apply a new layer over what's already there? I suspect the latter.
Texture depth matters, and I would love to know exactly how MUCH it matters.
N3V? Anyone???
Andy