Retaining High Fidelity Images

Does this mean there will be advanced graphics settings for more intense lighting and PBR textures?!

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There is aleardy downscaller integrated in Roblox, so you can make as much as you want.

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I fully agree, the compression is horrible and makes so many decals look hideous and only necessitates higher resolutions to reduce the impact the filter has, when such shouldn’t be necessary to begin with if this stupid filter did not exist. This filter and this new resolution cap is going to result in a LOT of wasted memory for Roblox.

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It’s been 84 years! Thank you for this update!

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Since higher texture resolutions means an increase in memory usage, a big one at that, with an 8k image taking up the same space as 64 1k images. This also means load times will be drastically increased, and many people wont have the memory capacity to store all these high fidelity assets in their RAM.

Are there any plans to add local caching of assets to the client’s drive? Players could essentially choose if they want to locally download a game’s assets and store them on their drive in order to drastically reduce loading times, as well as potentially streaming assets that aren’t being used, in and out of memory.

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We appreciate your excitement around the high fidelity textures in-experience! We want to clarify that we have no timeline to support high-resolution images in-experience yet, and the immediate usage of high fidelity images is only for the creator store. Preserving high-fidelity images now will enable us to use them on compatible surfaces in the future.

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I might actually cry, I’ve been waiting for so long.

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This is amazing, can’t wait to try using higher resolution images!

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And directly downloading the image still gives the 10942x16384 resolution image that’s probably way close to it’s original form.

I don’t know why, but I feel like almost all of GPU hardware in 5-year range supports 16384x16384 texture rendering, the lower end ones especially mobile supports at least 8192x8192.

Even the oldest GPU i have, Radeon HD 6570 (from late 2011!) supports 16384x16384 texture rendering.

Roblox should’ve given the texture limitation increase way earlier, but at least the upgrade is here.

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I’d say the same about clothing too, they get quite blurry

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will we receive some kind of graphic settings update? with how much stuff roblox adds over the year, I think it’s time to have a new tab for graphical settings if textures get larger

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why cant you just give us better resampling-modes already? its entirely worthless to be able to upload 8k images when you just resample it improperly

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Will we at least be able to have to option to view the high resolution textures in Studio?

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I am baffled that this took as long as it did. But at the same time, I’m kinda shocked this is happening at all.

I can see some people making really good things with this, as 1024x1024 did have its limits. They could be worked around, but still. I imagine this is great news to the people who are doing intensive stuff with textures.

I can also see people just uploading max-size textures and causing some games to have even worse CPU/memory issues than they do now. To the people complaining about Roblox using more and more resources… I am so sorry.

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It’s not for games yet.
Retaining High Fidelity Images - Updates / Announcements - Developer Forum | Roblox

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Can we at least have them in Studio?

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Let’s goooo! On my way to make some VFX with this

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this is amazing for lots of car games/plane games. Liveries on vehicles will be way easier to UV and look way nicer

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That’s actually pretty disappointing to say the least

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It’s really not. Like, the average roblox developer has no business using textures that high resolution. They’re already abusing 1k by using different textures for every model, using too high resolution for small parts, and never using texture atlases.

Due to the nature of the platform, there does need to be a degree of handholding from Roblox’ side, which is unfortunate for all of those who would use the tools properly. Personally I could get huge performance benefits if there was a higher resolution surface appearance to be used with atlases, but it is what is.

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