Do textures need to be square?
The textures do not have to be square, i.e. width can be different from height. It is possible to use other (non power of two) texture sizes with Unity. Unity will scale texture contents as requested, and in the game they will behave just like any other texture, so they can still be compressed and very fast to load.
What is ASTC texture support?
Adaptable Scalable Texture Compression (ASTC) is a form of Texture Compression that uses variable block sizes, rather than a single fixed size. It gives more or less equivalent image quality for the same bitrate, but it can also achieve higher compression if you are willing to sacrifice some image quality.
What would the file size be of a 1024×1024 texture?
1.33 MB
A single 1024×1024 DXT5 texture is 1.33 MB. 1.33 MB x 6 = 8 MB. Things you can do to make the file smaller: Reduce the max resolution.
What size should my texture be?
1 Answer. One way to choose texture sizes is to have a target texel density relative to the size of an object. For instance, if you wanted 128 texels per meter, then an object 4 meters in size should have a 512×512 texture, an object 8 meters in size should have a 1024×1024 texture, etc.
How big is an 8K texture?
Textures usually have 1:1 square ratio, but that isn’t a rule. For example an HDRi texture for equirectangular mapping will have 2:1 ratio with 8K refering to 8192 x 4096 . In contrast resolutions like 1080p, 1440p, etc.
What is a power of 2 texture?
What is the power of two rule ^ In short it’s a set of simple criteria ensuring 2D image assets conform to regulated sizes and dimensions, which typically manifest as; 1) width/height being divisible by “8”, and/or 2) width/height that can be doubled-up or divided-down by “2”.
Does Nvidia support ASTC?
In addition, ASTC offers support for 1-4 channels, including full alpha RGBA, normal RGB, 2-channel RG (LA), and 1-channel R (L/A) support, and custom X+Y and XY+Z normal map support….And Then Came ASTC.
Block Size | Bits Per Pixel |
---|---|
10×6 | 2.13 |
8×8 | 2.00 |
10×8 | 1.60 |
10×10 | 1.28 |
Does ASTC texture improve performance?
ASTC stands for ‘Adaptive Scalable Texture Compression’. The rationale for the development of the Adaptive Scalable Texture Compression (ASTC) is to reduce data size, memory footprint, and loading time, yet delivering high visual quality for a given texture and increase the game performance.
Why are textures in powers of 2?
Textures are not always square nor are they always powers of two. The reason why they tend to be powers of two is usually to increase compatibility with older video cards that imposed that restriction. As for non-square textures, that’s not usually a problem.
Why is an image power of 2?
Why do I need to use ‘power of two’ ^ In essence “Power of Two” is a form of data ‘optimisation’, a necessity so images are as efficient and ‘lite’ as possible, whilst simultaneously providing an appropriate visual experience.
Why do textures need to be a power of 2?
Why are textures always square powers of two? Textures are not always square nor are they always powers of two. The reason why they tend to be powers of two is usually to increase compatibility with older video cards that imposed that restriction. As for non-square textures, that’s not usually a problem.
How big is a 1k texture?
So 1k=1024, 2k=2048, 4k=4096 and so on.