Here's the formula: METERS X PIXEL PER METER divided by TEXTURE RESOLUTION = TILING VALUE So, for example let's say you have a 2m2 wall and a 512 texture: 2 X 1024 / 512 = 4
I think that's 2.56 pixels per cm? You can't achieve that across a decent sized level using a bunch of 4096's, without breaking your usual-sized memory budget. The way I would achieve this is to use smaller (1024 or 512) tiled textures, with a lot of blending to hide repeats. Plus high-frequency detail textures, for even…