Certainly, textures size should be set on a per case basis, and factors like the size, complexity, importance of item and viewing distance need to be taken into consideration. The previous example of a character's face that will be seen up close in a cinematic is a good example (as long as the texture density isn't…
isn't that statement a bit misleading? if you unwrap a 4k texture on a mesh (or if you use it as an atlas of sorts), the on screen texel resolution changes dramatically depending on the shape and complexity of the mesh. more uv isles means more loss of actual space and long shapes or just big areas are different than using…
Yeah I saw that pdf from the shader technology behind that game, it was really interesting. But the baking down doesn't sounds good because you loose the resolution. Then I don't really see reason for doing the layering. There is an example that I forgot yestarday, but its in my head again, so I write it down, I think its…
Atlases are super useful for specific pipelines and rendering techniques. for example if there are a lot of assets on screen that share the same exact material and can be combined into a single drawcall, then placing all of those textures into one large atlas makes a lot of sense.
I mean you can measure the image size in centimeters for example. When I view a 1k image in ps and I switch the unit to centimeters, it says the 1k^2 (pixels)image is 36,12 centimeters^2. When I have a one centimeter^2 image and I switch the units to pixels, it says its 28x28 pixels.
Yeah, I'm not sure anyone has said 4k is always excessive here, there are certainly situations where you're talking about very large and complex objects with a lot of unique detail that you can get close to, which make sense to use larger textures for. Large vehicles are a pretty good example of such an asset. The real…
Most likely the model is split into multiple materials/madis, with a carpaint material where it makes sense and a standard material in other places, and probably some normal maps for things like wheels that have a lot of detail that isn't as efficient to model into the lowpoly. Though this all probably varies depending on…
Using less textures per material means more performance(actually, in my experience, performace drops quite linear to texture usages). Shader instructions are not the bottleneck on next-gen. One example: roads in our new game are done with 4k textures, as "mixing" the texture together with more small textures would kill the…
Saying 4k maps make no sense in a 1080p environment is just not true. That may be in a hypothetical situation where an object using a 4k is just a plane with one side. But actual objects usually have 6 sides+, that would want that "1080p" resolution atleast. Best example is a planet in a space game. It may even want to…