![]() I suspect this will be far more common than some people think, especially if people default to using 2K or 4K textures for everything unquestioningly, and especially for people in areas with poor connectivity or limited/metered bandwidth. If all of your models need high resolution textures to look good, but you’re not running on a machine beastly enough (and a connection strong enough) to handle having every single one of those textures loaded at full resolution, then you’ll end up with your textures degrading in detail anyway. The main problem with depending on resolution for detail, though, is that it doesn’t actually solve the detail problem if everything depends on it. I would hope that Roblox explore methods like these before increasing the texture resolution, because otherwise I fear that everyone will just use unnecessarily high texture resolutions for everything, even when it’s really not a good idea to. Roblox currently restricts us from exploring these kinds of methods, because Roblox does not offer such blending and texture composition tools. Using modern hardware or graceful degradation as an excuse to lob resources at stuff is generally never the right way to solve a problem. This is not to negate the importance of having high resolution textures in some places, and it is not to negate the fact that having one texture is simpler in workflow terms, but we have to remember that - especially when it comes to textures - working smarter pays off dividends more compared to working harder. I previously proposed such a feature request here. This kind of blending allows for greater pixel density without massively increasing memory consumption by loading in larger textures.Īnother possible use case would be material blending for solid surfaces, such as brick walls, and adding edge wear to meshes. These textures can also be lower resolution, because they visually appear smaller. On top of that, we could add a smaller, more often tiled material to represent the detail of the surface of the skin or clothing. This can be lower resolution than normal because it does not have the task of modelling ‘micro’ details such as scales or bumps. For example, imagine having a low-frequency normal map which stretches to cover an entire character, and outlines the basic form of all of the geometry on the character as perceived at the large scale. The way I propose this could be addressed is by using various methods to combine material variants. However, this leaves the question of larger variation, such as the large details of a character or large-scale variations in the textures of walls, unresolved. Combine that with some organic tiling methods to break up repetition and you have a very good candidate for a base material - MaterialVariant already does this. It’s entirely possible we could use smaller, tiled textures to add high frequency details, such as concrete texture, fur, wood grain et cetera. I think there would be merit in first exploring ways that we can make smaller textures go further. Not to say it’s never going to be the right solution, but I think that part of the problem is that Roblox doesn’t give us enough tooling to avoid higher texture resolutions. Increasing the texture resolution might not necessarily be the best solution. I’m going to drop in here with an unpopular opinion. Splitting meshes to have high res textures feels really unnecessary, it adds more texture objects to memory and requires more sampling and I’d imagine it also increases draw calls due less efficient clustering/batching. I do wish for it to be a feature very soon (along with texture filter options cause I still cannot make 256x256 textures look great either, very ugly and blurry). Majority of Roblox users have outdated phones or potato PCs, most players are likely kids as well so they might not be prioritizing it right now. ![]() But I can see why Roblox might not have yet. We should totally have 4K textures, I agree. A 2K texture alone can already hold 4x 1K textures which already is about 300% more memory usage. ![]() Keep in mind that in a single 4K texture you can put 16 1K textures and uses roughly 1500% more memory uncompressed. The only downside to this is that decompression might be slow on old devices but it would save a lot of internet bandwidth and server storage. webp format which has very high compression efficiency (even at resolutions as high as 4K) and minimal artifacts (looks 10x better than JPEG). Roblox can store and send over textures in the.
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