Coming from Unity, at first I was having a little trouble trying to find the best texture quality compression Type in UE4. In the end I settled with “UserInterface2D (RGBA)” Texture Type which gave me visually the closest texture image quality compared to my original uncompressed file, although i assume this is meant for UI textures perhaps given the name?
I was wondering if there could be some other setting I could use with a different less taxing compression as well as the pros and cons in the long run of using just this type over the default one.
My game relies heavily on high res textures and the slightest blurring affects the over all look. I am also avoiding any Mip map generation (this also doesn’t concern me since the view distance is always locked and works without mipmaps).
I am also assuming that this compression type will use more of GPU memory than the default one?
So by saving on Mipmaps and making up instead with memory used on highest texture compression quality, I am hoping it would balance the books a little in terms of memory usage since mip maps also use more memory.
Is this sound reasoning over all or are there other setting i may be able to tweak regarding texture quality?