2048 or 4069 are texture resolutions, texel density is pixels per world unit. The average high end game will support texture resolutions of 4096 or higher, but which resolution makes most sense depends on the asset and use case.
Edit: Of course 2048 or 4096 are ultimately just numbers, so maybe I was the one making a wrong assumption, here. If you meant 2048 or 4096 pixels per e.g. meter, then that once more depends, but seems both fairly high for generic assets.
2048 or 4069 are texture resolutions, texel density is pixels per world unit. The average high end game will support texture resolutions of 4096 or higher, but which resolution makes most sense depends on the asset and use case.
Edit: Of course 2048 or 4096 are ultimately just numbers, so maybe I was the one making a wrong assumption, here. If you meant 2048 or 4096 pixels per e.g. meter, then that once more depends, but seems both fairly high for generic assets.
is it high though? for a basic, flat wall texture in an FPS at 4k >= 2048/m is where you need to be sitting if you want anything close to texel/pixel parity.
Not that I'd be using a basic, flat wall texture in an FPS at 4k - we have programmable shaders for a reason.
@poopipe: I'm tempted to argue that you probably don't really need texel/pixel parity at these kinds of resolutions, but then again, I'm admittedly a bit out of touch (and need glasses) and as long as the hardware supports it, some headroom can't hurt for filtering etc. That being said, 2048 seems still high to me, but within reason, 4096 seems excessive. I don't have actual numbers for the average modern high-end FPS, though.
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The average high end game will support texture resolutions of 4096 or higher, but which resolution makes most sense depends on the asset and use case.
Edit: Of course 2048 or 4096 are ultimately just numbers, so maybe I was the one making a wrong assumption, here. If you meant 2048 or 4096 pixels per e.g. meter, then that once more depends, but seems both fairly high for generic assets.
is it high though?
for a basic, flat wall texture in an FPS at 4k >= 2048/m is where you need to be sitting if you want anything close to texel/pixel parity.
Not that I'd be using a basic, flat wall texture in an FPS at 4k - we have programmable shaders for a reason.
I'm tempted to argue that you probably don't really need texel/pixel parity at these kinds of resolutions, but then again, I'm admittedly a bit out of touch (and need glasses) and as long as the hardware supports it, some headroom can't hurt for filtering etc.
That being said, 2048 seems still high to me, but within reason, 4096 seems excessive. I don't have actual numbers for the average modern high-end FPS, though.