Texel Density Standards for AAA First-Person Shooter Games?

Hello community, I wish everyone a wonderful day.

I have a question related to Texel Density. Currently, I am working on a medieval village map for my personal project. I want to establish a Texel Density standard for the majority of the modular assets in my map. I understand that, except for unique objects, the meshes in the map need to have consistent Texel Density for their UVs.

Through my research, I found that the standard Texel Density for first-person shooter games is 2.56 cm/px, with a 1024x1024px texture covering an area of 4m (400cm). Similarly, for a 2048x2048px texture covering the same area of 4m, the Texel Density would be 5.12 cm/px.

I’m not sure if this information is accurate, so I hope to get help from everyone to find the standard Texel Density values for AAA first-person shooter games like CSGO, Valorant, etc.

Hi! I believe your units are inverted. 1024x1024px on an area of 4mx4m is 2.56 px/cm. (Not 2.56 cm/px) But, I guess you already knew that. :smiley:

To answer your real question, I’ve worked on some AAA First-Person Shooter Games, and 2048x2048px textures are pretty standard for characters. But, these days, a lot of artists and games are moving to 4096x4095px textures. Unreal Engine has excellent tools for mip-mapping textures and forcing lower-res textures in certain situations (e.g., on lower-end PCs). So, it’s not a bad idea to start with 4096x4096px textures, and expect that they may need to be down-rez’ed in certain circumstances.

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