Awesome!
Apart from what was mentioned above (parts, textures, decals, etc), it would be great to have this option on particles as well so we can make pixelated particle effects to accompany the UI/world style without needing huge images there.
Awesome!
Apart from what was mentioned above (parts, textures, decals, etc), it would be great to have this option on particles as well so we can make pixelated particle effects to accompany the UI/world style without needing huge images there.
An absolutely immensely needed change! I can see this being amazing for sprite-based games!
Maybe in the future we could have this apply to other cases where we can use image assets, such as textures on MeshParts? Right now I’d either have to increase the size of the texture drastically, or deal with the smudging that more reasonable texture sizes come with.
I’d love if we could create games and UGC items stylized like old PS1 games like Mega Man Legends, which have this incredibly charming low-poly style to them.
Love it!
Is there a possibility to see anti-aliasing in general for the rendering of Roblox experiences?
Very glad to finally see this released, I’ve been waiting a long time for this and it’s crucial for retro-themed games without needing to upload insanely large textures to Roblox which often make memory usage skyrocket, all just to have images that don’t appear very fuzzy.
It would be really nice to see a general base instance instead though for sampling mode for any image-related properties on any instances from MeshPart textures, to Decals/Textures, GUI ImageLabels/ImageButtons, particle textures, etc…
This. Is. HUGE. You can actually have pixel art now! It would be nice to see this on texture objects as well, but this is definitely a step in the right direction!
I’m going to have to update my insanely large images, as now I can save so much memory.
Took you 6 years to implement this
I’ve been waiting so so so so so long for this, thank you so much!! Finally my pixels can look as crisp as I’ve always wanted them to be!!
Amazing but PLEASE PLEASE PLEASE we need this for textures, a 2x2 pixel texture needs to be turned into a nearly 100x100 texture in order to be clear.
Now this, this is epic.
Hopefully we get this for textures/decals and whatever.
Awesome!
I’m tempted to use ImageLabels inside a SurfaceGui instead of a decal in the event that this doesn’t come out for Textures/Decals
Absolutely amazing addition, really hope we can get resample mode on MeshParts, Decals, Beams, Particles, Textures (pattern)
I’m not sure if I missed anything but yeah that would be awesome for retro styles like this, its really discouraging to attempt styles like this on roblox because you have to upscale your textures by alot to get the pixelated effect desired which isn’t very optimal for game memory.
That’s totally fine and healthy feature prioritization – this is just a cosmetic improvement and there are bunch of other features released in the past 6 years that have way higher impact. Hope this isn’t a serious jab and you actually understand how prioritizing among millions of things to work on works.
Thumbup!
I’m kinda like this btw, And i have been thinking, these new feature like this would work with Interface Tool Plugin. Prefectly fine?
this feature is perfect for me currently!
You guys have legitimately granted any pixelartist’s wishes with this update alone, thank you for this amazing update
I’m especially happy about the magnification option, much more clear pixelated images really reminds me of older games that had the texture res bumped up on emulators.
Though, does the said feature mainly work best with just pixelated images, or this can apply well to any one?
Will we have more ResampleMode options in the future?
Great feature. In my opinion it’s one of the best UI features in a long time. But as others have stated, I’d love to see this on other image objects (such as textures)
This is good for Purple Skittles or Purple Skittles 2 if zKevin is wants to make it
For all of you wondering about textures and particles, see this reply from the release notes.