Quality of using shared sampler?

I have a really complex material with nearly 40 texture samples that is intended to be rendered down later. Since I have so many samples I have to resort to a shared sampler type, entirely using ‘Wrap’ because I have no clue what the difference is between either clamp or wrap, maybe something to do with tiling?

Either way I’m noticing what looks like some slight degradation in quality with all these samples, not sure whether it’s the use of so many nodes and textures on its own or whether the shared sampler has some kind effect on the quality. I’m using targa textures.
Could someone explain the difference between the clamp and wrap settings and whether having a shared sampler type has a known effect on quality?

Thank you.

Clamp addressing just stops your texture repeating if input UVs go outside 0-1 range, as opposed to Wrap.
There should be no effect on quality when using shared sampler.

To quote DanielW from epic:

“The only reason we didn’t make Shared: wrap the default was to avoid breaking existing materials. There’s no downside to using shared samplers if the settings match what you want, only upsides. On AMD GPU’s used in the consoles, shared samplers are slightly faster as well.”

Also, what Deathrey said. there is no visual downside to them.

does the shared samplers only work on DirectX platforms ; esp its feature which allow us to have more than 16 texture samplers? will this also work on Vulkan or Mobile or Ipad?