It makes absolutely no sense that the object meant to boost visual fidelity forces my textures to render at a half of the resolution. 1024x1024 was already limiting enough for characters and spritesheets but 512x512 combined with this atrocious compression just ruins my background characters. Even if they are background details they were designed to be close enough to the camera where this compression is plainly visible to even mobile players. Is there any way to force these textures to render at their full resolution, as I need to use SurfaceAppearance to make them transparent.
The same issue is also applying to Humanoids which, again, tend to need more resolution, especially in my case where I have my entire character’s texture shared on one premade atlas.