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Texture Resolutions

Discussion in 'General Graphics' started by ariusdb222, Apr 9, 2015.

  1. ariusdb222

    ariusdb222

    Joined:
    Jan 25, 2015
    Posts:
    88
    Hey everyone, i'v been wondering what a good texture resolution is, for everything... characters,weapons,props,trees.... and many more

    So far i'v been working on my weapons and they are now 2k res, but wonder if it would be too much to increase them to 4k?

    Would mid range pc's handle 4k weapons only decently if everything else is 2k and below?

    Also would be interesting to see what you have to say about tex res about everything else

    Thanks for all replies!:)
     
  2. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    Some context will help. Is this for a FPS where there is only one weapon on the screen at a time?
     
  3. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    I've always developed at double the resolution the game asset will use, just personal preference to future proof stuff.
    Before Unity 5 came out I was creating everything at 2048 but rarely used that resolution for any in-game assets.
    I'm also considering 4096 resolutions for texture development. But again, probably won't be using anything that high for in-game unless targeting ONLY PC.
     
  4. ariusdb222

    ariusdb222

    Joined:
    Jan 25, 2015
    Posts:
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    Yeah, right now i'm seeing the file size of a model with some 4k textures, and daym:eek:
    think ill stick to 2k then

    Yes it is a fps
     
  5. GoGoGadget

    GoGoGadget

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    Sep 23, 2013
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    855
    We target only high-end PC (DX11/64bit) and 4K weapon textures work well (in our situation they are often viewed up very close when ADSing, so the difference between 2K and 4K is noticeable).
     
    theANMATOR2b likes this.
  6. ariusdb222

    ariusdb222

    Joined:
    Jan 25, 2015
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    Cool but how big is 1 weapon with all textures/maps?

    Awesome game btw!:cool:
     
  7. GoGoGadget

    GoGoGadget

    Joined:
    Sep 23, 2013
    Posts:
    855
    Thanks! Very big :) ~60MB after compression for the weapon model + 2 LODs + textures (usually 3x 4Ks), could probably get it smaller by using a metalness workflow for everything. In terms of performance, any VRAM bottleneck will happen because of how many postprocessing effects/passes you've got on your camera, texture size barely factors into it.
     
  8. ariusdb222

    ariusdb222

    Joined:
    Jan 25, 2015
    Posts:
    88
    Thanks for letting me know about the bottleneck part!
    Ok, so think even though 60mb is a bit big... ill stick to 4k.

    Last question... i have modeled around 70 weapons over time, so it would be quite big just because of 70 weapons with 4k textures...

    So my question is, (dont really know how to ask this) but basically. Is it ok to have a massive install size for my final game.. cause i dont want people to not play the game because of its massive DL and install size.....

    And how big is Down To One so far?

    Just trying to get an idea of a realistic game size...

    Thanks VERY much for the reply!

    One last thing... I didn't see your game in the unity WIP or Showcase thread, is it there?
    Because if i saw it there i would have gotten it sooner.... just a thought, to better market your game...
    BTW Insanely awesome game!
     
  9. GoGoGadget

    GoGoGadget

    Joined:
    Sep 23, 2013
    Posts:
    855
    Hmm, 70 is quite a lot - one thing you probably could do is stick to 2K on pistols/other 'small' models, where the difference is probably not noticeable at 1080p. I'd probably stick to metalness in that case as well, to save some space. If your game looks great, I don't think people mind a 5 ~ 10GB DL either. DTO is about 2.3GB on-disk atm, and yeah, we have a WIP thread, but don't really update it, really should.
     
  10. sonveersingh764

    sonveersingh764

    Joined:
    Oct 13, 2017
    Posts:
    1
    what is moslty use Texture resolution for individual Assets ?