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Question Pixels Per Unit Multiplier in the Image Component, does it make sprites more costly?

Discussion in 'General Graphics' started by Allan-MacDonald, Jun 6, 2023.

  1. Allan-MacDonald

    Allan-MacDonald

    Joined:
    Sep 21, 2015
    Posts:
    114
    upload_2023-6-6_13-11-1.png

    Just curious if using this liberally would have any downsides long term and also interesting learn more about it on a deeper level. I suppose if there's a fragment pass for the UI then there would be 5x the pixels to render?

    Maybe its the case that GPUs are really good at multiplying so it's no issue, not sure really.. happy to hear!

    Cheers.
     
    thai18122000 likes this.
  2. Allan-MacDonald

    Allan-MacDonald

    Joined:
    Sep 21, 2015
    Posts:
    114
    Bump, still curious. Thanks
     
  3. imeligilani

    imeligilani

    Joined:
    Mar 7, 2022
    Posts:
    1
    me too. Damn, no replies so far.
     
  4. joshuacwilde

    joshuacwilde

    Joined:
    Feb 4, 2018
    Posts:
    739
    You're just stretching the uvs basically. If you have mipmaps enabled, there is 0 cost. If you don't, there is some cost if it's skipping across pixels on the texture faster than it is pixels on the screen. I wouldn't worry about it on anything but mobile, and even then, it's basically fine.