Debugging Texture Resolution in Unreal Engine 4

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  • เผยแพร่เมื่อ 2 ต.ค. 2024

ความคิดเห็น • 24

  • @robertprescott9577
    @robertprescott9577 3 ปีที่แล้ว +1

    Learned a lot about texture optimization. thank you

  • @roughgerold
    @roughgerold 2 ปีที่แล้ว

    Outstanding video of you and great feature of unreal! Thank you very much! Cheers!

  • @sarapanbata4673
    @sarapanbata4673 2 ปีที่แล้ว

    thank you for this helpful tutorial, subscribed . thank you

  • @rurzan
    @rurzan 3 ปีที่แล้ว +3

    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 ปีที่แล้ว

    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.

  • @metinyldran366
    @metinyldran366 3 ปีที่แล้ว

    Great tutorial as always!

  • @The1Huntr
    @The1Huntr 3 ปีที่แล้ว +3

    Can you set it to automatically adjust the resolution like in LOD’s?

    • @Kligan
      @Kligan 3 ปีที่แล้ว +3

      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 ปีที่แล้ว

      @@Kligan isn't that mipmapping?

    • @Kligan
      @Kligan 2 ปีที่แล้ว

      @@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.

  • @PrivacyEnt
    @PrivacyEnt 2 ปีที่แล้ว +1

    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

  • @coltonwiley359
    @coltonwiley359 ปีที่แล้ว

    Turns on virtual texture streaming. Laughs at 5mb mem cost.

  • @frankie3351
    @frankie3351 3 ปีที่แล้ว +1

    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 ปีที่แล้ว

    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

  • @omri1324
    @omri1324 3 ปีที่แล้ว +1

    I absolutely love your content! Great one.

  • @MarvelMaster
    @MarvelMaster 3 ปีที่แล้ว

    realy nice tutprial didnt know that ;)

  • @abdulrahmanwazzer3577
    @abdulrahmanwazzer3577 2 ปีที่แล้ว

    how to make the texture looks green all the time

  • @acsomiT
    @acsomiT 2 ปีที่แล้ว +1

    Thank you Ryan!

  • @박도영-x7d
    @박도영-x7d 2 ปีที่แล้ว

    very helpful!

  • @jonathandeabreu1976
    @jonathandeabreu1976 3 ปีที่แล้ว

    Tks, Ryan!

  • @TheWillvoss
    @TheWillvoss 3 ปีที่แล้ว

    Ryan!!!!

  • @torgath5088
    @torgath5088 3 ปีที่แล้ว

    Can MipMapBias fix this?

    • @ThatRyanManning
      @ThatRyanManning  3 ปีที่แล้ว

      No. Mipmap bias is simply the distance at which mips become visible. The concepts in this video focus on the base textures.