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Maximum Texture Resolution on various platforms?
While I was working on a character sprite, I found that the resolution of the sprite made it difficult to detail the mesh vertices, especially on the face. So, I considered remaking the sprite in a higher resolution.
My question is, in the case of Unity, would I experience some performance issues if I export my Texture Pages at higher resolutions, such as in 8192x8192? The Target Platform is on PC, but I also want more insight on why I should or should not use high resolution PNG texture pages.
The mesh vertex details is independent of the texture resolution of your skeleton. 8kx8k is excessive, even on a PC. Consider this: barely anyone has an 8k display to actually see all the pixels. Generally, a texture resolution of 1024x1024 to 2048x2048 is OK, but might still be excessive for a single skeleton.
Maybe you can show your problem with images?
I was specifically making meshes for the mouth area of the character. It is controlled by bones to give it a full range of expressions and requires a fair amount of vertices to keep the shape smoothly shaped during animation. It's probably fine as it is but the resolution makes it somewhat difficult to handle, since the outlines are blurred due to the 50% downscale from the source image.
I intend to zoom in to the characters in my games, so they would need to be as tall as the common window resolution. But even enlarging the character heads a little from my realistic proportions can still make the outlines a little blurry to mesh around, even as they are 1080p tall.
If you are having issues with edges getting blurry in the Spine editor when zoomed in, you can turn off linear filtering. In v4 we have a lot of new options for this, under the new Smoothing
settings. At maximum (11), it uses cubic filtering (higher quality than linear, shows less diamond shaped artifacts) and anisotropic filtering. There is also a super cool new feature: the Keep edges
checkbox allows you to use fancy filtering for only the opaque parts of your images while still being able to see the actual pixels along the translucent edges.
This may be off-topic @Nate, but is YoYo Games reaching out on integrating v4 runtime any time soon for Game Maker Studio 2? It would really help me as an Editor, since I am looking forward to a ton of features in v4.
Only YoYo would know, but they don't typically integrate beta runtimes. I'd badger them as soon as the beta is over. FWIW, you can disable linear filtering in the viewport for < v4.