How often do you use and recommend using textures in builds? Do you recommend having a texture for carpet or just use the roblox default fabric material? If you use textures in your games do you have any performance problems due to it?
There is no real performance downside considering that a texture is a lot less expensive than the actual meshes or unions or parts themselves. The only one i can think of is slightly longer asset loading times. If you can find a texture that looks nicer than fabric and that fits more with your design then sure, try it out. If not, do your best with the material.
It mostly depends on use cases, I’d use a lot of custom textures for a showcase but hardly any to none in a regular game where players don’t care about the level of polish. Additionally, it’s more practical to use custom textures if players remain in one general location for a majority of the game (like one of those elevator ride games), otherwise I would save time developing and client memory on Materials.
If you don’t want your textures using up too much memory don’t make them high resolution. Loading a 10,000 x 10,000 texture is more taxing than a 250 x 250 texture.
EDIT: Didn’t mean to reply to you dragon rip
Alright thank you I was just interested in seeing peoples opinions regarding this before I implemented textures.
10,000^2 resolution does not exist, all roblox images are (going to be) compressed per device and they also have a maximum resolution limit it is clamped to upon upload.
Oh.
I don’t believe you are correct, but I might be wrong. I seem to recall @zeuxcg once saying that textures have the same performance impact no matter the original resolution due to things Roblox does behind the scenes (I think he may have said this during one of the talks at RDC but I will have to check again for exact wording).
Another common tactic is to use transparent or white textures so they can be recolored as needed w/o needing to create different assets or load different images. Also the resolution only changes how long it takes to load and the memory used, all images use billenear interpolation (most likely) so it just uses points in between pixels and interpolates between them. Not much going on to impact performance.
Pretty sure you cant upload white though only transparent
??? What do u mean u cant upload white textures? Its not like they banned the white color.
Yea if you upload a white decal/texture they decline it.
They might be. I’ve never tested it for myself, only heard about it. If they are clamped that’s actually good for me since I uploaded huge images as textures in the past
And no not always, a lot of my textures are pure white or have same shading or translucency in order to make them recolorable
Oh so you will upload a white version of the texture then use the studio color system to change the color? Is it better then just finding the texture in the color or changing the color in photoshop/paint.net?
If you can use Roblox’s color properties for images, always do it that way. It’s much better to just recolor the same image in studio than to upload a bunch of different recolors. Every recolor would need to load as a different asset if you upload them all, which eats away at memory.
Oh Ok. Thank you all for your help and suggestions.
What he and I said also make it much easier to make things considering color can be determined on the spot and you do not have to re-upload countless times to get the color right. It also helps if you use game assets (with the games tab) to upload images because you can also delete them and replace them.