I have the situation that some of my projects have very large file size due to 8k textures. I know we have the ability to clamp texture resolution when cooking. However I don’t know how to use those cooked textures in the uproject/editor.
Does anyone know a quick way to reduce texture size for the entire project? (preferably reducing the texture size to the size specified as ‘max ingame’) for instance using the cooked textures instead.
The only option I can see currently is to manually re-import my textures at a lower resolution.
you have to manually do it if you want to resize the actual source.
Keep in mind that UE will automatically use the Device Profile Settings you are working on. So if you are working on Linux and set the Texture Size to 512. All your Textures will automatically use 512 even in the Editor
hey, sorry it took a while to get back. Thanks, yeah it’s just a painful manual process and my main concern is cutting down file-sizes for certain assets. It’s a shame there’s not a built in system like that!
Writing over your original file is dangerous as it can cause you to loose the original.
When cutting down from 8k to 1k you would really be better off using Photoshp/GIMP/KRITA etc. and applying a custom algorhytm to the reduction process so as to better control compression artifacts.
The engine does a really decent job, but there is no comparison to what you can do by visually deciding the resample style…
I’m still really curious as to what you are cooking up with 8k textures and over the max limit of grass XD
The same issue exists in Unity - the only solution is to setup batch mode using something like Gimp to mass-resize all of the images.
However as others say, be careful as you can easily create artifacts or errors, and you need to ensure you still have access to the originals somehow.
In an optimal world you would have a completely custom art pipeline where all textures are designed to match the final image quality/optimisation requirement, but when using asset store assets this isn’t the case so build sizes can really blow up.