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
A 4k texture applied to a 16x16 meter plane will give you 256px/m if you don't tile it. every meter of the plane will have 256px that is a small part of the 4k texture, if you tile it, then it would be 4k/m. The purpose of using a bigger texture for tiling is to just break the visible tiling, (for games they use other…