the-pi-guy said: "4K textures" aren't textures for 4K screens. It's just a size of 4096x4096. |
Or the textures just get mip-mapped.
Basically mipmaps are small, pre-filtered textures that represent different levels of detail of a texture map, they are stored in sequence of larger-to-smaller which results in a mipmap chain.
That means as you get closer/further away from an object the mipmap will vary on resolution.
It actually also increases quality as when you over-sample a texture you get lots of aliasing artifacts on the texture map.
All in all, I try to keep it "simple" people aren't going to know the difference between texture resolution and output resolution on this forum, but try to tell them they are disconnected from each other.
mjk45 said:
don't you mean inexpensive since making assets at a higher res saves on duplication and helps in future proofing those assets . |
Nope.
You don't duplicate assets for different resolutions.
You build a single asset and the resolution varies, the resolution can assist in bringing out micro-details in assets.
Either way, super-sampling is an inefficient (but extremely high-quality) version of anti-aliasing, it's why we sample the "edge" of polygons instead in order to try and remove aliasing artifacts rather than render a game at multiples higher resolution.
--::{PC Gaming Master Race}::--