Texture distortion

Hi,

I’ve got a question regarding texture usage in that I’m trying to deploy my map which is basically a landscape that takes 10 mins to traverse, however I need to deploy it on a very basic laptop (4Gb RAM, i3, intel 4200 HD GFX) and I’m having great difficulty in doing this.

The main issue is it’s using a few of the textures from the kite demo as required in epics landscape tutorial and these are pretty large, 4096 and 2048!

Can I compress the textures to a smaller size say 1024 and increase the lod bias accordingly, I assume a texture that is originally sized to 2048, with a lod bias of 0, could in theory be compressed to 1024 and by increasing the lod bias to 1, I could get a comparable visual effect to the original texture?

I’m not sure if what I’m saying is absolute madness or if there’s some logic in trying this?

I’ve tried compressing a 2048 texture to 512 (without making changes to the lod bias) but it looked hideous, in addition I’ve tried reducing the scalability options but it just washes out all the colour.

Please help!

Hey Delta,

The LOD Bias setting in the texture editor actually does the opposite of what you are suggesting. Basically if you have a 4k by 4k texture by default the LOD bias is 0 which will display the texture at this resolution in the scene. If you set the LOD Bias to 1 the texture will now display at 2k resolution in the scene.

So if you manually compress or downsize the texture and then set the LOD bias higher you are further lowering the quality.

It sounds like you are running into optimization issues and I know it kinda stinks but if your target hardware can’t handle High res textures and all the other fancy things in your scene you will have to cut back somewhere. I would suggest looking at our Performance and Profiling documentation: Testing and Optimizing Your Content | Unreal Engine 5.1 Documentation

There is a ton of information on how to optimize and figure out where to cutback on your project.

I hope that helps!

Ed