Hi,
I'm just curious what (or if) there is an optimal size for environmental textures for a current gen FPS type game. I know it's hard to set an exact limit, as there are a lot of factors that can apply, but it there a general level of detail that would be seen as standard (#pixels per inch/foot/etc.). Any help is greatly appreciated.
Thanks
Replies
example: 1024x1024 texture = 1048576 pixels.
my monitor is 1920x1080 = 2073600 pixels
if the object is only going to take up 1/4 of my screen when i'm stood right next to it, then at most it should only need 518400 pixels, which is just short of a 768x768 texture size.
that's quite an uncommon texture size though, so most people would go for 1024, in case for some reason, the object appears bigger sometimes. if it were to take up less space, then a 512 texture might be enough.
it all comes down to how much of it is going to be seen. using 2048x2048 on a face texture is all well and good, but when you can't even fit that many pixels on screen, it becomes a bit pointless.
Here's a precise way to find the optimal texture size.
Grab this test texture: www.crazybump.com/MipmapTest.dds.zip
Apply it to your object, and view in your engine at the desired size.
Based on your object's color, this key shows its optimal resolution:
cheers,
-Ryan
One important thing to note here, is that you're comparing 2d space to 3d space, so your math is entirely wrong, you cant compare the resolution of a texture to the resolution of your monitor, because that textures is going to be wrapped around a 3d object. So while your monitor's resolution may be less than 2048x2048, you will only ever be seeing a fraction of the model at once.
Ryan's texture does exactly that by testing which texel resolution is displaying on the mip.
*over generalizing .... yes ... but its just such an awesome number
'twas just a guideline =[
fag.