I’m looking into setting up the correct settings of all of our textures in UE4. I read through epic’s documentation on settings but they explain roughly what the thing does, but don’t go into specifics what settings are needed for specific projects. So I have a couple of questions about these 3 important settings.
Mip Gen Settings: I understand that when the object is further away from camera, it uses a smaller texture resolution. But what settings should I choose here? Probably SimpleAverage or Sharpen 0-5 in most cases. But what’s the difference between SimpleAverage and Sharpen? I read that Simple average uses a 2x2 Kernel, and Sharpen settings 8x8 Kernel size. What is Kernel size and what impact has that on performance?
LOD Bias: It seems setting the LOD Bias to 1 makes my texture half the size (makes a 2k texture into a 1k texture) and setting it to 2 makes it a 512 texture. I thought the 2k texture would be kept, and the 1k or 512 texture would pop in when the camera is further away from the camera? What exactly does the LOD Bias setting do?
Power of Two mode: What should I pick here? When should I use “None” and when should I use “Padding to power of 2” and “Padding to power of 2 square”? What does the padding do?
Texture Group: It’s set to “World” atm, when should I use a different texture group, Where can I set the settings of the texture group? I understand that LOD Bias gets added with Texture Group’s LOD Bias, but where can I set the settings of the texture group?
Thanks in advance!