jagheterjan 10 Posted December 18, 2011 Like the title says I'm looking for info on the maximum possible/recommended resolution for the different textures ArmA uses on .p3d's. I remember Rock posted a list with the exact info on ArmAstack, but it went down with the site and unfortunately archive.org didn't cache it. Does anybody still have that info and mind to repost it here? Share this post Link to post Share on other sites
max power 21 Posted December 18, 2011 I think 4K^2 is the maximum for ati cards. At any rate, I know 4K works and on a helicopter is seems actually a little excessive. Share this post Link to post Share on other sites
jagheterjan 10 Posted December 18, 2011 Thanks Max, much appreciated. Does the 4k limit apply to NOHQ and SMDI maps as well? Share this post Link to post Share on other sites
max power 21 Posted December 18, 2011 4k works for both of those texture types as well. ---------- Post added at 04:05 AM ---------- Previous post was at 03:55 AM ---------- I think the way I have laid out my uv map, the fuselage not including the tail (about half the length of the helicopter) is probably around something like 3000 pixels long. This means I guess that at 1080p resolution, you'd be close enough to the helicopter so you only see about 2/3rds of that 1/2, (so 1/3rd) of the whole helicopter filling your screen before you even get to 1:1 ratio of screen pixels to texture pixels. So in order to take full advantage of that texture map, you need to be hovering around right beside it... but the question to ask is what percentage of the player's time is spent there, vs. what impact do those tiny details have, vs. what is your expected workload? I've noticed that very large maps with lots of components in the uv layout can get disorientating. Of course, if you're doing something like a ship, such a large texture map is probably essential, or clever tiling. Share this post Link to post Share on other sites
PuFu 4600 Posted December 18, 2011 the limit is 4k^2 indeed, but has nothing to do ATI cards (they support up to 16k^2, just as nvidia). For most of the game content 2k should be more than enough, especially if you split the model on more UV spaces. (interior/exterior and so forth). Exceptions are as max said, very large object, such as ships and alike Share this post Link to post Share on other sites
max power 21 Posted December 18, 2011 the limit is 4k^2 indeed, but has nothing to do ATI cards (they support up to 16k^2, just as nvidia). Ah. I see now that the x1xxx cards were the first ati cards to support 4096. It was a while ago now, but they were lagging behind nvidia in texture map size for quite some time. Share this post Link to post Share on other sites