Unity supports 16 bit natively and it can also automatically convert to 8-bit for compression although it doesn't dither down from 16 bits like Photoshop does.
Bushmills 16 yr https://www.masterofmalt.com/whiskies/bushmills-16-year-old-3-wood-whiskey/ One of the best single malts you can get, it's so soft on the palate you wont believe it.
Depends on the compression format of the normal map for sure, however if you are using DXN (BC5) with a 16 bit aware compressor and 16 bit normalmap source files then there is next to no gradients that will cause a visible compression artifact.
@Kevin Albers thanks for the reminder, sorry again :sweat_smile: @Saiodin Maya 2016 BottleNeck :sweat: with Maya 16 Ext2 , anything above Maya 16 , you'l l get it right
If you change the sampling quality from 16 to 64 in the shader parameter, does it improve ? 16 is usually a good tradeoff between quality and performances, while 64 is much more intensive but should reduce this kind of artifacts.
Even though I havn't played it in ages. Realm - Gorgonnash Hamn: lvl 16 Dwarven Hunter, with his pet Gorbo, level 16 Bear Realm - ShadowMoon Xander: lvl 10 Night Elf Warrior
Did some more testing and figured it out. Substance by default uses 16 bit to display the normal map. I was exporting at 8. Exporting a 16 bit png fixed the noise issue.