ResampleMode - New Property for Image GUI Objects

Is this the reason for things like Vector3:GetComponents() and Vector2:FuzzyEq() not existing? Or am I just misunderstanding what you are trying to say?

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Those cases are even another aspect: API pollution. If only a very small number of people will end up using a method, and it’s not essential to write clean performant code, then it may not be worth having. Every method we add is more clutter that you have to sift through when trying to find what you want on the DevHub, so there has to be a certain bar of usefulness before we add something.

GetComponents is important on CFrame because there’s no performant way to do something similar. For Vector accessing X/Y/Z is already very fast so there’s much less incentive to have it there.

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So considering the above replies, should we expect this feature to come to textures, decals etc. in 1-2 years?
Or would it come out quicker since most of the questions you have to ask have already been discussed when creating this feature?
This may have sounded a bit rude, but I’m sure a lot of people would like to know if they should just move onto engines that already have this feature rather than wait a really long time.

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I love this! I’ve been waiting for something like this for such a long time. Definitely my favorite update in a while. It’ll optimize pixel art games so well.

It might be too early to anticipate this, but if/when this ever comes to decals and textures, would this also affect mipmapping? I’d personally love it if the textures stayed pixelated from far distances, it’d really sell a retro aesthetic. But I don’t know how hard that would be to implement.

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Love this change! Finally pixel art can look pixel perfect in Roblox. Can’t wait to try it out :eyes:

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Holy moly, this is massive!
I can’t wait to see devs using this in their games!

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It has been said a hundred times already by other people, but I really hope this feature will be coming to Textures/Decals/Beams in the near future. Roblox not having a pixelated setting for these is honestly super annoying as someone trying to make a 3D game with sprite textures.

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How performant would this be when used to mimic pixelated textures, but using ImageLabels, say using around 1000 images? (I know this is probably coming to textures at some point in the future, but for now i’m going to be using ImageLabels in place of texture objects for this effect)

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Why is the resized image so blurry??

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It’s not that blurry, but yes I can see the very slight pixel ghosting

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I need to know; can I have thousands of parts using SurfaceGuis with this property?

Since it’s not planned to have it for decals or textures anytime soon…

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Even though roblox would change a lot if it worked for textures and decals

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Okay? But is it too performance heavy to have thousands of SurfaceGuis?

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I have a game full of surface gui’s in a game and it’s not really laggy or anything runs perfectly fine but i mean actual textures and decals.

If you wanna try the game here it is: PS1 test - Roblox just let the surfacegui’s load in first

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That’s pretty neat, also what did you mean when you said: “Roblox would change a lot” in your original post?

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It’s a huge deal, many people including me have been waiting for pixel graphics for years and honestly i think if it came to decals and textures it would have good potential for retro style games

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Unsure how to get this to work well on small images?
image

The Diamond is a 750x750 canvas, while the coin is 21x21, both on Pixelated, yet both are super blurry. How can I make these images crisp when they are small?? I assumed the 21x21 would be good, but it isn’t.

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For anyone stumbling on this (like me) and have already made a lot of 2D images but haven’t changed the resampling property; I made a nice piece of code you can run in your command line to change the resampling property of all your GUI images to pixelated

for i, v in pairs(game:GetDescendants()) do 
   if v:IsA("ImageButton") or v:IsA("ImageLabel") then 
      v.ResampleMode = Enum.ResamplerMode.Pixelated 
   end 
end

Anyways I just realized this would be really good for sprite sheets since you would only have to make one image and move it instead of switching images for quality.

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Will ResampleMode be supported on mesh part textures? Right now there is no way to make a crisp pixelated texture or otherwise control the resampling method on any other objects.

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