For example if you are going for a model that looks super realistic a high resolution can be advantageous as it will allow you to add some really fine detail. Now assume you are creating a low poly model with solid colours and cartoony look. No advantage can be gained by having high resolution textures. It may in fact look exactly the same. The texture workflow may also affect your decision on the size of your texture resolution.
It would be in your best interest to limit the resolution of the map in this instance. Alternatively if its a low poly model you may find simply having a base color texture is enough. In this case, you may be able to increase your resolution if it is beneficial to your goals.
It is all good to have all super high detailed models in your game, but is it likely to be seen up close. Is the player of the game likely to care that the newspaper prop you have in your environment has legible writing. These types of questions need to be answered when choosing a texture resolution. This function adjusts the models resolution dependent on the distance of the camera low resolution far away, high resolution up close. This may not assist with limiting the disk space used but the memory usage can improve.
Knowing what platform or platforms the game is going to run on is important when choosing resolution. However there is a trend with games also being made available on less powerful systems such as Switch and mobile.
This allows developers target a larger market to sell their games to. If you have a game that you know will only ever be for PC then you have a fair bit of room as to the size resolution you can use.
However it is becoming more and more common that games may be released on some or all of these platforms. If this is the case then careful planning may be required.
On top of this the players playing these games may not be receptive to large changes between platforms. Taking the approach of minimising size and memory usage of the models from the start can save time, money and anguish from players.
Some of the confusion as to what resolution to use can sometimes come from conflicting goals an Artist has as opposed to a Programmer. An Artist is a perfectionist and reducing the texture resolution can be seen as reducing the quality of a model. A Programmer is looking to squeeze as much performance as possible out of the game and as such is looking for places to do so. If either of these opposed goals take it to the extreme the game can suffer.
Understanding how textures work from both points of view can help influence the final result. In my opinion the number one program on the market for creating and testing different resolutions would be Substance Painter hands down.
Substance Painter allows you to texture in any resolution you like. You can choose to texture at a high resolution then when you export you can scale it down as needed. Or you can work the opposite way. The workflow I have found is to texture at a high resolution then export various sizes of resolution and test what works best. Having several sizes of texture can also help if you are looking at going down the path of using LODs.
I highly recommend signing up for a free trial of Substance Painter if you are new to modelling as it is an amazing program! Hopefully you now have some more insight as to how texture resolutions work and how they apply to games giving better results. There are more ways as a 3d artist you can improve their game models particularly when it comes to the poly count of your models. Home About Contact Recommended Tools. What is Texture Resolution Texture resolution can be thought of like different sizes of paper.
Why is This Important It is important to give some thought about what texture resolution to use as the higher the resolution the more disk space and memory used. There are a few ways this can be combated these include.
Art Style The art style of the model can greatly affect the required resolution of the model. Texture Workflow The texture workflow may also affect your decision on the size of your texture resolution. When the Editor restarts any Textures that were imported at a size of should now show as the size of LOD 1, instead of being clamped to a maximum of In the following example image we have modified the BaseDeviceProfiles.
DXT uses lossy compression based on packing pixels into 4x4 blocks with paletted colors and interpolated colors. Since video memory and texture pool resources are fixed for a specific platform and hardware, a balance must be struck between texture resolution and resource usage.
The following table lists the texture memory requirements for DXT1 and DXT5 textures at various common resolutions with full mips 1x1 up to full native mip0. Note that the memory requirements are near-constant multiples of the texture resolution ratio, and that DXT5 textures require near-twice the memory of their DXT1 counterpart.
Since the resolution to compression ratio is a constant, to calculate the memory requirements for a texture resolution not listed here, simply multiply the resolution ratios. For example, a x texture would be one-half the memory requirements of a x texture. The minimum and maximum LOD mip supported for specific game TextureGroups is defined in a number of engine configuration files. TextureLODSettings] section. Note that there are independent sets of TextureGroup entries for the Unreal Editor and in-game.
These two sets are respectively located in the [SystemSettingsEditor] and [SystemSettings] sections in the config files. AppCompat is used to override various SystemSettings based on objective and empirical evidence gathered at startup. When app compatibility is enabled PC only , the system measures machine capability, and then overwrites the Engine.
See BaseCompat. It detects this by checking for the existence of an [AppCompat] section in [game]Engine. If AppCompat has already been applied once, it is not changed again to allow custom changes to be made by users without being overwritten every time. AppCompat is specifically disabled for the editor so machine specs do not affect how assets are viewed on various machines during development.
You can effectively disable AppCompat by supplying an empty DefaultCompat. In this case, the system operates exactly as it did before AppCompat was introduced. Each TextureGroup entry defines the texture properties for a specific texture set as used in the game rendering.
Grouping textures into common sets allows for better control over the texture memory pool use by various game texture resources. Minimum mip size that will be rendered, specified in pixels, range of 1 to as power-of-two's, must be less than MaxLODSize. Maximum mip size that will be rendered, specified in pixels, range of 1 to as power-of-two's, must be greater than MinLODSize.
Specifies the texture filter type when textures are minified or magnified by the GPU. See the chart below. Specifies whether the GPU should blend two mips together when viewing the texture from a distance or at a grazing angle.
The number of mips that are allowed to be streamed in or out. If a texture has 10 mips and NumStreamedMips is 2, only the 2 highest mips will be allowed to stream in or out.
The texture will therefore have mips in memory at any given time. Setting NumStreamedMips to 0 means that no mips will be streamed and the textures using this LOD group will always be fully loaded. Setting NumStreamedMips to -1 means that all mips are allowed to be streamed in or out there are still other restrictions that apply though. NumStreamedMips is an optional setting that defaults to
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