Hello everybody, my question is simple (or not ><): What texel ratio (pixel ratio/texel density/pixel density or whatever you call it) should I use for a PS4/One game ??? In easy words : how much pixels should I use for 1 meter in my game ? Taking in consideration my goal is to push the quality as far as possible, to have…
'There is no easy answer' really is the answer. You have mostly answered you own question. 512 pixels per meter can look great, but you can't texture everything in a big world at that level of resolution. Many games/teams texture stuff such that things that are likely be be near the camera use a high resolution (e.g.…
Which is why I asked because this is something your engineer should be involved in. * We have no clue what kind of game. * Quality of the engine. * Quality of the shaders used. * Target output resolution... * Etc... Too many variables for such a question. Good luck.
has nothing to do with PS4. Depends on output resolution and how close you allow your camera to get to the textured surfaces. Then of course you'll also want to consider how many assets you have, how many textures, on what media you'll ship / i.e. how much space you have. Also consider if it's really necessary to have…
Make a test scene with as high-def textures as you'd like to go and around the same detail-resolution as you'd like to hit. Then you can always do stupid crap like spamming different unique models and textures all over the place to try and get a better grasp for things. Just spamming one single asset all over the place…
+1 to this. Go with the 2k and 4k and only start dropping sizes down when you start getting performance problems. And even then make double sure it's the texture sizes causing it and nothing else..
Get benchmarks. Build everything with max quality (2k and 4k textures) in mind, and scale down where necessary. Everything is circumstantial, especially console development, at least you have set hardware constraints.
Thanks for your answers, @Lamont : True, but the engineers here have still no idea about were we put our feet >< and that's my dilemma. This is for a top quality project, all with PBR and in-house engine wich can be conpared to UE4 in term of rendering quality.
Getting in on the ground level of figuring out what works and what doesn`t is a huge task. You`re gonna have to poke, prod and push (and trim) a lot to get the level you want. (benchmark)
Yes I am. And about using only 4k textures, this is of course not possible, as Kwramm says I have to consider how many assets I have, how many textures, etc... And as it is an entire game... a lot in each level !!! so I can't just put 4k everywhere. That's why I quote The Order or Uncharted, the camera will basically be…