TheLacus wrote:4096 is 4x2048, 16x1024 and so on. Note that they don't get resized, what doesn't fit is just "cut".
Using an atlas is part of a performance technique implemented by Interkarma to draw a lot of billboards in the open world, and it's already being pushed to the limits when mods are enabled. Drawing these items individually is not advisable since performance is critique in the exteriors. An alternative is to implement sprites like Nystul did with terrain, this would allow each texture to be as high as 4096 but also requires all of them to have this resolution, for all small bushes as well as big trees in the same set.
I see... thanks for clarification.
So for example, the statue archive consists of 22 files. So that would be 512x512 resolution (and there will be place left for 10 more statues).
But if you say that what doesnt fit in the atlas gets cut and is not downsized, than what is causing the downsize of the statue we spoke about here viewtopic.php?f=22&t=820
? Because thats happening... so maybe the problem is elswhere than?
If I place the whole statue archive in a streaming asstets (and nothing else, so only 22 textures) - its enough to reduce the resolution of that green statue :/ If I place only the green statue, it stays full res... Its as described in a last post in that thread I linked.
EDIT: I found out I can reduce the resolution to 1/2 with another step in photoshop. Its not possible to upscale the original flat to 1/2 resolution, it reduces the quality too much. So I must take original flat, upscale to full quality, than open in photoshop and reduce the resolution to 1/2. That way, the quality loss in not noticeable (I can see it, but is very minor, lets say 5% reduction in quality, nobody will notice ingame).
But further clarification would be appretiated, because its not certain that this is needed. Because "if you say that what doesnt fit in the atlas gets cut and is not downsized, than what is causing the downsize of the statue we spoke about?"
BOTTOM LINE IS:
I will optimize the flats so they fit in the 4k atlas. Because - when u say it must be 4k and cant be more, than thats it. It doesnt matter if the flats get cut out or they get downsized - clearly, something strange starts to happen, and that is all we really need to know. I will manually find the flats which have excessive size and reduce them to 1/2, IF I will see that they can cause atlas overflow.
What is that XML file Interkarma spoke about? Could that be of any help if I add those to the texture files?