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Pro & Cons of Texture Resolution

by Greg Gardinier · in Artist Corner · 02/19/2007 (7:24 pm) · 4 replies

I have a model I am working on that is going to require at least 2 512 by 512 textures. My question is why not just use 1 1024x1024 texture? Is there some sort of advantage to having multiple lower resolution textures? Don't two lower resolution textures take up the same amount of memory or more?

thanks

#1
02/19/2007 (7:41 pm)
Two 512x512 textures is not the same as one 1024x1024.
A 1024x1024 is actually 4 times larger then one 512x512.

With that said, most often ONE larger texture IS better then multiple smaller textures.
#2
02/19/2007 (7:42 pm)
If you used a single 1024x1024 to replace the 2- 512x512's the 1024 would still be twice as a big. So, In that case I'd go with 2 512's since you'd save memory. I know this has been talked about a lot before but I think it comes down to memory size not texture size. Correct me if I'm wrong here.

[edit] slow poster here
#3
02/20/2007 (12:35 am)
Sorry I wasn't thinking to clearly. Your right, or course, two 512x512 textures aren't the same as one 1024, but what it comes down to is that the model I am doing is going to be part of an in torque cinematic and its going to require a robust enough texture to stand up to some pretty close inspection (like 4-3 feet or less), and its also a VERY large model.

So I am trying to figure out the best resolution for things. I think I could stand to use 4 512 textures for its various components but then again if thats over kill I could use less. Does anyone know of ANY cons to using a 1024x1024 texture other than memory uses?

Because this cinematic will be run on machines with very specific specs (2 gigs of ram plus), and never on anything lower.
#4
02/20/2007 (1:08 am)
Im quite sure texture SIZE itself do not matter. One must remember that a 1024x1024x24bit texture takes over 3 megs of video ram (non-compressed). So in the end as long as your not over filling video ram, all is well. Most newer video cards can handle a 1024x1024 texture just fine, anything AGP age and better.

In some case, multiple small texture will force what is called a "state change", this is a bad thing, as it force the CPU to intervene and when the CPU intervene, the texture needs to be sent from video card memory back into system RAM, processed and sent back to the video card. As you can imagine this is allot of overhead for a BIG texture. So unless you are doing odd things with your mesh, you could use any size texture you wish.

Once video card ram is too full one will achieve a situation often called TEXTURE THRASHING, this is where each texture rendered in a scene is uploaded from system ram into the video card, rendered out, then flushed to make room from the next texture. One can watch this in action if they try and run a game with allot of hi-res textures on an older video card with 16megs or less video card ram(voodoo,and geforce1&2 days). I myself use 1024x1024 size texture very rarely, only when pixel perfect quality is necessary, but only for the old fear of using too much video ram installed in me back in the day when most video cards had less then 64megs. On a similar note, i never use 128x128 or less textures anymore, i can not see the point of it.