We are excited to share that we are increasing max texture resolution on avatars, layered clothing, and rigid accessories! Alongside the rollout of texture streaming, we have been rigorously evaluating different texture resolutions on avatars across a number of low, medium, and high end devices and in many different scenarios to ensure no negative performance impact.
2k textures on avatar body and layered clothing (left), rigid accessory (middle and right)
Avatar creators can now upload avatar heads, bodies, layered clothing, and rigid accessories using up to 2048x2048 (2k) texture resolutions for albedo, metal, roughness, and bump maps. Platform avatars joining an experience will receive available higher resolution textures via texture streaming when appropriate, without affecting framerate.
Note: user-facing results vary based on device type, configuration, and usage. Please see the Current platform status update at the top of the texture streaming post (linked above) to see where 2k textures will be visible to players. As of this post, lower end mobile devices with less than 3.5gb of RAM will continue to receive a max texture resolution of 1k, even if the uploaded texture is 2k.
Here’s a set of example images, and a link to the full resolution uncompressed versions.
This is an awesome advancement for avatar items, really exciting to see higher texture resolutions supported!
One question: does this also increase the character’s overall texture size for non PBR items? Since Roblox compresses all avatar items into a single texture atlas and scales down resolution, I’m curious if this update changes that behavior or only the individual item?
This Higher Texture Resolutions for Platform Avatars, Layered Clothing, and Rigid Accessories Update is really nice and cool! Higher resolutions are always welcome! Wow! I rate it a 9.78/10! How long did it take to make? This update is really nice and cool! Nice j*b Roblox Corporation!
Yes I believe some instances for example this helmet works fine with PBR Support on R6 but I wanted to be sure texture resolutions also apply onto R6 aswell. Since of course I don’t want my accessories to be 256 pixels when in a R6 game!
There is a noticeable texture difference which I do not like… I don’t get why they do that when it works perfectly fine. Again I mention the Helmet I brought up cause it works perfectly fine with PBR support on it for R6…
There is no need for a singular item to have a drastic texture resolution that high, Game industry standards only go 2k for High priority models. Compared to 4k Which only is used mostly on Environments from what I remember. Again not recommended for something like this
4k Resolution does not mean a good quality item. It depends on how it really looks
This can be altered just by replacing Handle part to a Meshpart named “Handle” I used this hack before and last I checked. Roblox is literally using the same technique for R15. The commenter already said we got PBR support on R6.
What I’m mainly talking about was texture resolutions being different from R6 to R15 which is annoying
Texture memory usage.
Also, you only really ever need a 4K texture for larger models, where you either need all the detail space or if there’s a lot of parts of the model but you’d want to have a single UV for everything.
R6 is a legacy part of the engine and doesn’t support modern avatar features. If you want higher texture resolutions on avatars I highly recommend you use R15.
Even if it’s legacy the support is there. I literally mentioned the Meshpart functions of UGC work perfectly fine under R6 avatars I can provide you an example with.
It’s as simple as newly made UGC being converted from special mesh to Meshpart instances.
This is enough to allow support for the same texture resolution quality for static UGC to be similar to R15. It DOES support modern avatar features. I can provide examples if need be.
The “It’s Legacy so it’s not getting these features” of the argument does not make sense when I literally went over this As a 3D Modeler when setting up my own UGC. And it doesn’t seem difficult to just make this change. (Refer to my comment about the Handle Hack)
Texture resolutions caps are only set in place because the Accessory is being baked onto the humanoid BECAUSE of Specialmesh, So wouldn’t it be best to convert them to Meshparts instead?
This is sick!! Could we ever see high-res 2D / Classic Clothing support someday? I’d love to be able to fit a lot of small text on the back of some clothing, but unfortunately with how small the default template is, all of the detail is sucked out of it.