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Debugging Texture Resolution in Unreal Engine 4 

Ryan Manning
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Are you authoring your texture too small or too large, or do you even know? In this video, I step through using the Required Texture Resolution Optimization Viewmode to accurately asses your texture sizes in Unreal Engine and adjust for proper texture resolution on screen.
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8 июл 2024

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Комментарии : 24   
@omri1324
@omri1324 3 года назад
I absolutely love your content! Great one.
@robertprescott9577
@robertprescott9577 3 года назад
Learned a lot about texture optimization. thank you
@metinyldran366
@metinyldran366 3 года назад
Great tutorial as always!
@roughgerold
@roughgerold 2 года назад
Outstanding video of you and great feature of unreal! Thank you very much! Cheers!
@sarapanbata4673
@sarapanbata4673 2 года назад
thank you for this helpful tutorial, subscribed . thank you
@PrivacyEnt
@PrivacyEnt 2 года назад
dont forget it was calculated to your viewport screensize, so if you would ship something at 1080p for example, it would require higher quality than what it was calculated for this viewport instance
@jonathandeabreu1976
@jonathandeabreu1976 3 года назад
Tks, Ryan!
@user-jy4jy5vu5j
@user-jy4jy5vu5j 2 года назад
very helpful!
@MarvelMaster
@MarvelMaster 3 года назад
realy nice tutprial didnt know that ;)
@acsomiT
@acsomiT 2 года назад
Thank you Ryan!
@ThatRyanManning
@ThatRyanManning 2 года назад
You're welcome.
@rurzan
@rurzan 3 года назад
Isn't it true that it could also show "under" if you do have a high enough resolution asset, but there's too many textures overall, the streaming pool is full, and the GPU simply cannot stream the resolution it wants? Or does this view mode disregard streaming?
@darodism
@darodism 2 года назад
Great fricking video on explaining what and how to use Required Texture Resolution. Side note Its crazy how detail this scene is yet it really doesn't affect my emotions at all. If I were to look at a scene from Silent Hill, oh man does it hit hard. True to all scenes modern as oppose to long ago when pc restrictions high. As in RE2 for the ps, they did soooo much in making it fit onto the rom its crazy. The amount of tricks they pulled just to make it run was insane, as true for Silent hill. Devs were truly creative back in the days. Sad I didn't grow up in those times but I can see what geniuses they were.
@frankie3351
@frankie3351 3 года назад
some of my objects just display the 30 something textures in the drop down and not the texture names for the object. It's showing the correct amount of textures and correct names for props, but tiling objects are showing 30 textures in the drop down. Any idea on what to do for that? thanks!
@sawtom
@sawtom 2 года назад
How to use it in real production. I mean render. This function only shows the texture size in viuport. If my final render is e.g. 4k. how to set up this tool
@The1Huntr
@The1Huntr 3 года назад
Can you set it to automatically adjust the resolution like in LOD’s?
@Kligan
@Kligan 3 года назад
That would mean you'd have to pack several textures with different resolutions, which would increase the size of the final product, as well as texture memory, probably. However, you can use detail texture to make objects look good even if their original texture would look like a mess of pixels up-close.
@BatGear.
@BatGear. 2 года назад
@@Kligan isn't that mipmapping?
@Kligan
@Kligan 2 года назад
@@BatGear. I guess, technically, mipmapping is "lods for textures", you are right. At the time I was doing shaders with detail texture for a project, so I was just thinking about something that you'd have more control over. Like fading distance, blend strength and all that.
@abdulrahmanwazzer3577
@abdulrahmanwazzer3577 2 года назад
how to make the texture looks green all the time
@TheWillvoss
@TheWillvoss 3 года назад
Ryan!!!!
@coltonwiley359
@coltonwiley359 Год назад
Turns on virtual texture streaming. Laughs at 5mb mem cost.
@torgath5088
@torgath5088 3 года назад
Can MipMapBias fix this?
@ThatRyanManning
@ThatRyanManning 3 года назад
No. Mipmap bias is simply the distance at which mips become visible. The concepts in this video focus on the base textures.
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