Why Are My Assets So Pixelated ?

Most of the assets in my game are super pixelated and I am not sure why. It is a lot worse when you get further away, but even up close they look very pixelated. When you move, the pixelation around the objects jitter as well, which looks really bad. Is there a way to get these assets to look less pixilated in game? They are not pixelated at all when I create them in Blender. I have some screenshots here:


if you’re working with textures, check the texture group, the max resolution, the mipmap generation, and filtering settings. (all those in the texture itself)

also check at the scalability settings, specially the screen percentage, which can decrease the amount of “virtual” pixels. which can be causing issues here and in your other post.
the screenshots look a bit lowres to me, so maybe this is affecting you.

what’s the physical monitor resolution and the desktop resolution? you’re not using a screen scaling?

if they jitter while you move you might be having a weird issue, either with the screen percentage, or the anti-alias. maybe some taa is being applied.
can you share a video?

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by that line i assume that it’s not a problem in windows, but it could be a problem in the settings in ue.

Hi Nande, you actually responded to a similar post I made the other day on the moire effect. I figured I’d make this post as well, as I realized there is a ton of pixelation in my level. I don’t think it is a mipmapping issue, but I could be wrong for this pixelization. Here is a screenshot of my texture and material setup:


My engine scalability is set to Epic and screen percentage is 100% as well. I am also using MSAA, not TAA anti aliasing. As for your screen resolution question, I am a little confused. Are you referring to settings within unreal engine, or my computer and monitor’s setup? I will record a video and post it here when I can as well. Thanks!

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Here is a video of the problem: https://www.youtube.com/watch?v=W1iP2zW8XbY

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Hey user,
Yes i noticed, though it was a coincidence. it’s good that you opened a new thread.

the settings appear well, but can you upload a new screenshot showing the settings under each “advanced” section? though considering they are collapsed i imagine you haven’t modified them.

what i notice is that the relative size of the brick in the texture is quite small. so even though you have a 1k texture, the brick itself is using very little pixels. in other words, your texture is already pixelated.
either

  1. reduce the amount of bricks

  2. increase the texture size

  3. you’ll have to do this with whatever app you used to generate the texture. probably by generating a section that is smaller, using less geometry. The brick pattern is quite repetitive, so i don’t see why using textures so big. by the shape of the objects in the texture and that weird line in the center, i’m assuming you’ve used an automated app to generate it (like blender maybe or maaya) (btw good job!)

  4. you could try using 2k or even 4k. if you use texture streaming (you have to enable that) and virtual texture, then you might not see much impact. but keep in mind it will impact your gpu usage and vram. so i’d recommend not doing the same for every object in the game. i was going to suggest you could optimize by using a format that is not rgb but instead heightmap since you only use the R channel, but look my note down below.

i’d personally strive for using the smallest possible texture sizes, but increase if needed.

also i’m truly worried that you’re only used the r channel of the texture and you’re plugging it to the color.
it seems you haven’t really exported the way i’ve meant. you only exported the color. which, won’t make any difference whatsoever with the problem you were having.

both. it might well be due to a perception.
ie. the dpi of your monitor. or windows scaling (though that "shouldn’t":trade_mark: affect ue rendering), or resolution (will affect). or dpi in ue.
ue and windows have different settings.
if your monitor is big and your dpi is low, you’ll always see that effect.

i’ve tried analyzing your screenshot and video, and i can’t find a blatant screen size mismatch, so maybe

  • you’re running at a lower screenpercentage (about 80 or 50)

    • i think this might not be the case, since the pixels are very sharp and not blurry.
  • ue is using a lower dpi, or your monitor is, or windows.

  • you just simply ran out of pixels (you’ve maxed out your screen size)

  • your monitor is using a lower resolution

  • your project is using a lower resolution (quite possibly, this is different than screen percentage)

  • or the issue is something else that i’ve missed, keep your mind open.

  • you can try to detect if the issue is ue or windows by opening a new project, and do some tests, use basic shapes and not the same assets (like a cube or smth) and check the edges to see if you perceive teh same. maybe make a video of it too. for comparison.

my monitor has a highdpi, so i can’t really tell if something is wrong with your project specifically.
but i can tell you that it looks normal. the behaviour of the mesh and texture is normal, nothing broken.
it just looks low res.
if you focus on this brick on the left, and the bricks in the tower you’ll see it’s the same behavior and resolution. so my theory is that it’s a problem project wise, ue version wise, or desktop wise.

i’ve watched the video (thanks) and i don’t notice a particular “jittering”, what you see is just pixelation not jitteriness. jittering is when it flickers even though the camera is still, and the positions are not constants. like the texture mapping in ps1.

i’d suggest you check the points above,
you can also try again to re-export the bricks details because i think you havent, so the issue from the other thread is still persisting. though i think your biggest issue here is screen resolution. the other thread will optimize and minimize this issue.

this is what i’ve meant by baking the brick geometry, i think you can get away into having a cylinder. and having all bricks in a texture. https://helpx.adobe.com/substance-3d-painter/using/baking.html

I finally fixed the issue. It has nothing to do with the materials, which was interesting. It was actually a combination of multiple render settings. Part of it was using MSAA or FXAA instead of TSR. Switching to TSR fixed some of it, but not all of it. After playing around with my post process volume settings as well, I finally achieved a look that has no pixelization or jittering.

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Awesome! good job! glad you found it.
so my assumptions about the resolution were correct. i’m glad it helped.
taa/tsr can force screen resolution and percentage (iirc), and might force upscaling. that’s why it might solve it.
it might be worth checking what other settings are affecting it so you can fix it for msaa and fxaa, since some ppl dont like taa.