Martin Widdowson - Texture Debugging Tool

Documentation

Video demonstration

Support Email: martin.widdow+support@gmail.com

About

This tool was created to debug and optimise texture usage in Unreal Engine projects. It does this by highlighting what the maximum resolution is needed for any given asset. A side affect of how this works is it also shows UV inconsitencies and the affects of screen resolution on how textures are sampled. The mix of these 3 properties of the tool make it incredibly easy to understand how textures are used inside of game engines and therefor debug issues that can form from them.

To use this tool is incredibly easy and runs in real time. Simply assign the given material to your model or the debugging texture to your shader, then move your camera to the nearest position relative to the object that the player would stand and the diagnosis will already be present. A more indepth breakdown can be found in the documentation here.

Primary Uses
  • Texture budget planning - Know what resolution assets you actually need based on distance/view size

  • Environment optimsation - Check if objects are using oversized textures that never show full detail.

  • UV consistency auditing - Detect inconsistent UV scaling across objects that should have the same texel density.

  • Reduce the final build size of their game

  • Reduce visual bugs due to limited video memory

  • Improve the performance of shaders by reducing the data sent to the GPU each frame.

Key Features

  • 1 material

  • 2 material instances (2D UV,  Tri-planar)

  • 3 textures

  • Readme (for adding to your own shaders)