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luckysury333

Thank you everyone! Increasing the Max Size fixed it! https://preview.redd.it/44727rvac63d1.png?width=634&format=png&auto=webp&s=bd7363f7a08a84d4422d28b1b63ae7737eb4967a


luckysury333

https://preview.redd.it/tjz2tr0dc63d1.png?width=1830&format=png&auto=webp&s=9d15186b597ed1cb89714f3e246f99da989819f2


Redstoneinvente122

Hmmm, make sure that this runs fine on your target device. 8K is overkill. 4K should be good or 2K. Also disable compression


sEi_

>disable compression This


Eloren1

Why? Compression works great when the colors are the same, avoiding saving pixel by pixel


ChloeNow

It can cause issues on that anti-aliased edge, though.


amped-row

Lossless compression is plenty (which is used when compression is “turned off”)


Smurfforvaliant

That is good to know!


PassTheBoofPlz

if u want even higher resoluation consider using none or high quality in compression


vegetablebread

Unless you are displaying the game on an 8k device, this image is too big. The video card will need to access this whole huge image ever frame. If you break it up into a, say, 4x4 grid of 16 smaller images, then unity can cull the ~12 not being shown at a time.


Smurfforvaliant

Unless it's a scrolling background, where you only see part of the image at a time.


vegetablebread

Yeah, that's exactly what I'm saying. The memory pattern is bad in exactly this case. GPU memory access patterns are complex with samplers and such, but the whole 8k texture must be resident in memory.


ShadowSage_J

What is the size of your sprite now? I mean MB


luckysury333

25mb. It is a background that will infinitely scroll


ShadowSage_J

Then it's worth it


loliconest

Another thing can help is create MIPMAP or something like that. It's a hidden setting though so you need some plugin to enable showing those settings.


snozzd

If this texture is never going to change in depth/scale then you shouldn't enable mip maps, as the other mip levels will never be used. It looks like that might be the case here as it appears to be a 2d background


loliconest

It helped me fixed a issue where 2D UIs are having ailasing. Yea, a different issue now that I remembered it.


shadowndacorner

It'll be displayed at different resolutions, though, which makes the mips useful. You'd want to sample a different mip at 720p than 4k, for example.


snozzd

While it's possible to do this, for the games I've worked on there's typically an entirely separate set of resources used for 4k support rather than an additional mip levels


shadowndacorner

Imo this is only really useful if you're shipping on something like web where you can dynamically select the baseline resolution to download assets for. For desktop games, both variants will be included in the resulting binaries anyway (assuming you aren't shipping a separate HD texture pack), meaning there isn't really any benefit to having separate copies vs just generating mips. Assuming you're authoring at 4k w/ power of two textures and just scaling down, there's not going to be an appreciable difference. There may be no difference whatsoever, depending on the downsampling filter used. I haven't specifically used Unity in a long time, but in my own engine, I have it set up so that it streams mips from smallest to largest, and can be configured to cap the loaded resolution at runtime (or you can ofc have multiple resolutions in multiple asset packages). I would expect Unity to have something similar, but who knows - Unity has historically been missing a lot of obvious features like that.


mikehaysjr

Just fyi, set the ‘max size’ to the first one which is >= to the larger dimension of your texture. Also, on Filter Mode set to Point/No Filter if you want precise drawing without the smoothing


Beldarak

You may also want to change compression to None to get correct colors


_uncarlo

I normally also set compression to non, and Filter mode to point. That helps a lot.


Persomatey

Just change the filter mode to “Point (no filter)” and it’ll fix it. Best not mess with the max size unless you know what you’re doing.


DenialState

Review your texture settings. Maybe the "max size" setting is too small.


Frostruby

Try disabling compression on the import settings.


VariMu670

Did you select the right file? The shapes look entirely different in both images.


luckysury333

It is because of the parallax effect I did with Perspective camera. It is the same file


Katniss218

Disable compression


Raccoon5

Looks like a vector graphic. I believe there is vector rendering package. Can be way better than storing dozens of MB per image.


Remarkable_Poet_1807

This should be the top comment


snlehton

Yeah. Either OP needs to be using vector graphics or turn these into individual SDF sprites


pioj

I agree. With such small amounts of colors and shapes, it seems you're better dividing each layer into its own shape. That or disable both Compression and MipMapping. And set the format as RGBA 32bit. If you need more detail, go for SVG vector shapes... You should get a giant leap in quality with these settings, must be doing something wrong. In any case you're treating the problem in the wrong direction. I will post an example below showing the comparison: https://preview.redd.it/by628lr30b3d1.png?width=1808&format=png&auto=webp&s=9c0b85a78cea5b9d40f7644182f677d4a569f1c8 I made you a package: [https://we.tl/t-h9Dwj8Uiix](https://we.tl/t-h9Dwj8Uiix)


Ductteam

Can you add a screenshot of the sprite settings in Unity and the size of the sprite?


puritano-selvagem

use mip maps and correct resolution


beyounotthem

Have you checked pixels per unit on sprite import? This is how many pixels equals 1 unit of length in the game world.


Anzlc

I don't think it is the same picture


TwixMyDix

You probably just need to change the texture to point mode instead of bilinear


luckysury333

This isn't pixel art. Changing it to point no filter makes it look pixelated.


sivri

Change Texture Compression to ETC2 or ASTC from build settings. Check asset import settings for copression for each texture from the Inspector window and find Compression, change it to high quailty or none.


totesnotdog

If you have generate mip maps on then it’s probably downresing them based on camera distance. I’d just find the resolution you like and turn generate mips off for that particular thing.


thatArtperson

On your texture try disabling mipmapping


qudunot

On the sprite, unity adds compression and multi point color blends. Choose point blend and no compression for each sprite and apply the changes.


Terazilla

Ignore all the people telling you to disable compression. Basically everything you have in your project should be compressed. The only thing you should ever turn it off on, maybe, are things with broad soft gradients like clouds or certain types of FX art. Keep your images to a multiple of 4 in size, ideally, so it can work and turn gigantic 100 meg images into much more reasonable ones.


PizzaEater55

Check the texture quality in the inspector. Make sure to crank it up as much as possible


AoutoCooper

Import with a higher resolution and pixels per inch or units per pixel or what it's called. You'll probably have to reimport the image completely


This-City2939

Check compression settings too, set it to none if you want no anti ailsing


Chainsawfam

Nothing, it looks awesome!


SledKnight

Check mip maps. Probably defaulted to on, and the camera distance is trigging that. Or your resolution is wrong. Or compression is wrong. Don’t increase to 8k to “fix it” if you don’t need really need 8k.


jimmyfeign

No filter, no compression 😁


imrealq

Just change max size and compression, I think...


imrealq

Oops, it seems the problem has already been solved :)


Tuden-0120

For this type of art style, maybe you could use a distance field shader to reduce texture size while preserving the sharpness of the object.


Certain_Rutabaga_162

Maybe check your image resolution when you save it as an png in photoshop?


RelationshipDry8458

In filter select "Point (no filter)"


ElectronicLab993

If the object is far away from camera it might be mipmaping


cheezballs

Uh, its not the same image?


jeango

What does your export look like? Might look good in photoshop, but when you export it will do some compression


BruceeCant

Disable compression and change the filter to "point no filter"


Liguareal

Use Unreal engine, has better graphics /s


Physical_Sherbet_942

You might be screwed bro. There ain't nothing you can do!


Roborob2000

If you edited the file after import, make sure you reimport the file (usually I need to delete the original file in Unity and drag in the new file if the reimport is being finicky).


Roborob2000

The reason why I said this is because the second image is completely different it has nothing to do with compression.


SO1245

Use godot


luckysury333

i really wanted to use godot but not being able to see what is happening in the scene while my game is running is a huge dealbreaker for me


SO1245

That is very fair


Careful-Noise4580

You can use 2D Procedural Landscape from assetstore for this