j0zh94 73 Posted January 6, 2015 So i'm curious if anyone knows if using 4096x4096 textures in ARMA 3 is a viable option and won't produce problems compared to 2048x2048? Thanks Share this post Link to post Share on other sites
PuFu 4599 Posted January 6, 2015 it's possible to use 4k maps, yes. The game engine will use a lower mip map if the gfx card cannot handle it, or if the settings are set to anything but ultra (IRC). Share this post Link to post Share on other sites
Amit 17 Posted January 7, 2015 I have already seen 4096x4096 textures in some mods already. However, the 2048x2048 resolution still looks incredibly good. Share this post Link to post Share on other sites
Raid 18 Posted January 19, 2015 To be honest I feel there is no reason to use 4k maps unless you are working on a very large object that will be using a single map. Share this post Link to post Share on other sites
IanSky 29 Posted February 19, 2015 I'm using 4K maps in my add-on, I don't think it's a terrible idea - of-course in the end it's better to just make sure you don't have any wasted space in your UVs but considering the engine down-scales the texture quality anyway, the only person really being affected is the player pilot view. I think with most people nowadays it's not so much of a concern, however there will be those people who still use fossilized computers. To them I can only suggest optionally offering a lower texture quality that runs under the pilot view. In the end, you just have to try it to see if it works. Sure 4K is pretty large, especially when you consider than an uncompressed .TGA jumps from 16mb at 2K to 64mb at 4K. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted February 19, 2015 considering the engine down-scales the texture quality anyway, the only person really being affected is the player pilot view. I think with most people nowadays it's not so much of a concern, however there will be those people who still use fossilized computers. To them I can only suggest optionally offering a lower texture quality that runs under the pilot view. This is exactly my experience of making objects with 4k textures - they get mip-mapped down below even 2k quality in the pilot view a lot more readily than if I simply use 2k textures to begin with. Certainly if you're using 4k textures for the Specular, Normal and AO as well - that's 5 textures accounting for a fair bit of memory that the game may just decide it wants to reallocate to texturing another object in the environment. Share this post Link to post Share on other sites