![]() ![]() ![]() Note that older QA versions may not include the MinMagFilter and MipFilter properties for each setting. The TextureLODGroup settings entries in the DefaultDeviceProfiles.ini file will look similar to this. These two sets are respectively located in the and sections in the config files. Note that there are independent sets of TextureGroup entries for the Unreal Editor and in-game. The source set of configuration settings files is located in the \Engine\Config\BaseDeviceProfiles.ini file under the section.įor developing games, the \Config\DefaultDeviceProfiles.ini file also contains a mirror set of the base properties in the Engine\Config\ folder and should be the copy that is normally modified for your game's specific settings. The minimum and maximum LOD (mip) supported for specific game TextureGroups is defined in a number of engine configuration files. The table data was compiled from textures created by ATI's Compressonator using Box-Filter mip generation and DirectX Texture Compression. For example, a 1024x512 texture would be one-half the memory requirements of a 1024x1024 texture. Since the resolution to compression ratio is a constant, to calculate the memory requirements for a texture resolution not listed here, simply multiply the resolution ratios. Note that the memory requirements are near-constant multiples of the texture resolution ratio, and that DXT5 textures require near-twice the memory of their DXT1 counterpart. The following table lists the texture memory requirements for DXT1 and DXT5 textures at various common resolutions with full mips (1x1 up to full native mip0). Since video memory and texture pool resources are fixed for a specific platform and hardware, a balance must be struck between texture resolution and resource usage. This results in an 8:1 DXT1 and 4:1 DXT5 constant compression file size. Compressed Texture Memory RequirementsĭXT uses lossy compression based on packing pixels into 4x4 blocks with paletted colors and interpolated colors. When the texture, Texture_8k_Test is loaded we can see that both the imported and displayed texture size are at 8192.Ĭlick image for full size. In the following example image we have modified the BaseDeviceProfiles.ini file in a project to allow for the use of Textures that are up to 8192 in size. ![]() When the Editor restarts any Textures that were imported at a size of 8192 should now show 8192 as the size of LOD 1, instead of being clamped to a maximum of 4096. Once you have added the section you want to increase the size for, save the file and restart the Editor. With the release of UE 4.8 you can now modify your projects to use Textures up to 8192 in size without having to modify the C code by adding the following text to your projects BaseDeviceProfiles.ini file and setting the MaxLODsize to 8192 This constant is defined in the following source files (as of QAMar09, be sure to verify on other QA versions). The constant MAX_TEXTURE_MIP_COUNT which defaults to 13 in the engine source files can be modified to a value of 14 to support 8192 texture rendering. This has the side-effect that imported 8192 textures will only render up to mip1 of 4096. Unreal Engine 4 defaults to limiting the maximum number of texture mips to 14, which effectively limits the largest rendered texture to 8192 (1x1 to 8192x8192 is 14 mips). There are a number of features and settings in Unreal Engine 4 for managing the texture resolutions that are rendered for various areas such as world geometry or the user interface. The highest texture resolution supported by a specific hardware device varies by manufacturer, model and available texture memory. Current DirectX video adapters and game consoles support various texture resolutions from 1x1 to 2048x2048 and up to 8192x8192. Unreal Engine supports texture resolutions from 1x1 up to 8192x8192 with some slight modifications to. In the following page we will take a look at these systems and how you can use them to reduce your projects Texture memory requirements. Luckily Unreal Engine has a very robust system for non-destructively reducing Texture size across all your projects Textures. One of the biggest contributors to any digital projects memory footprint comes from the size and amount of Textures used. ![]()
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