Why is the max image resolution 1024x1024?

I have always found this limit to be a huge design set back as you could make a really great looking game if you had the ability to have texture resolutions higher than that. I feel like the limit should be based off of file size rather than resolution as you can have a 1k PNG that is in the MB while you can have a 2k JPG in the kb. What are your thoughts on this?

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Lag. If they allow for crazy 2K image sizes or even 4K sizes would completely lag out many users, especially mobile devices. It’s really just for performance.

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Really wish they stopped relying it off “performance” issues with lower end computers and introduced a method where decals are rendered depending off your graphics level.

Would really be nice as well if they completely removed the graphics slider and replaced it with an actual settings system to individually control your settings menu. I’ve noticed tons of people love the ability to customize their experience and roblox lacks the ability to edit a bunch of things especially when it comes to their graphics.

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I am not really a tech genius but I feel like performance would be affected mainly by file size rather than image size. But idk ¯_(ツ)_/¯

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The image size makes it a much larger file size if they only use these gigantic image sizes, thus causing more lag. If they only did like one 4K image frame, this wouldn’t really do anything.

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I really don’t think higher res texture gonna make a huge performance issue, In most of my games, I always set the texture to about high and it still has good performance like low.

I think the main reason is that it takes more time to load the texture. But I still very much wish texture res will be higher.

Roblox game is looking decent but when look at the custom texture. It’s just look like a game made from 2008 ngl

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However, as I said in my original post, you can have a JPG file with a high resolution that does not have a large file size but then you can have a PNG file with a low resolution that does have a large file size. JPG files really do save a lot of space in my experiences using them. Plus if you get the right settings, you can get the size way down without quality being diminished.

The whole argument about performance for the reason why they shouldn’t add support for higher resolution textures makes no sense to me. That’s really up to the developer to make sure their game runs optimally.

That’s like saying Roblox should add a limit on parts in your game, since more parts translates to higher memory usage.

This should really be possible and it’s be nice to see, as Roblox already has endpoints where you can customize other sizes, other than the original one you uploaded - not too sure how ideal it would be though.

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I’m fairly certain it’s because of the amount of space images start to take up in a database. Every time you upload an image, Roblox stores that in a database somewhere which is then accessed by their CDN.

By limiting the image resolution via downscaling, you’re creating a passive file size limit, so people cant upload hundreds of large images that would raise Roblox’s operational costs. Keep in mind uploading decals and images into Studio is completely free. It’s an abuse prevention mechanism.

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Yeah that is my point. I am confused as to why they don’t base it off of file size. They really should as this would open up a ton of new possibilities but will still keep their servers and whatnot running smoothly.

The answer to that is simple. I’m sure It all comes down to usability friction. If you limited it to filesize, it becomes significantly more difficult to upload assets freely as you’d have to continuously try to adjust the file so it gets down to less than X size.

With the current system, it accepts any image file size and will automatically downscale it to 1024x1024. This means you can upload images without the hassle of making sure it’s within X filesize.

Ohh ok, that makes sense. Maybe what they could do is make it so that you can have any file size for a 1024x1024 image but if you want to have a higher resolution, you have to keep the image under a certain file size. Sure this will still have the problems that you stated but in my opinion, it would be VERY worth it.

If Roblox were to use this idea, this is how I think it should work.

Example: Let’s say you found a landscape photo off of Google that is 2048*1920 and 5MB (5MB being above the hypothetical file size limit). So, you upload the image using the asset manager, and then once it is done processing, a popup screen shows up and asks you if you want to downscale the image or cancel the import. This will allow devs to have the option of either quickly putting an image into their game or optimizing it to have a high-quality image.

I think that this wouldn’t really be a big hassle as this same sort of thing happens when you import a 3d model using the asset manager. A popup asks if you want the mesh double-sided, resized if too large, and imported with location. This popup window has never been a hassle from all my experience being a 3d modeler as you can select the settings that you like and then click a button that says “apply to all”. This apply to all button should be present in the example I set above. This would allow for easy bulk importing.

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Maybe ROBLOX fears games that demand good computers. A good portion of their userbase is children, and children tend to have weaker computers. If there are more games that take better computers to run, less children will be able to play the games and would be less inclined to beg their parents for ROBUX, therefore decreasing the amount of money made off of younger users and harming ROBLOX’s profit.

image image

However, they have still expressed their wishes to broaden the age range of the platform. Hopefully in the future they’ll bump up the resolution limit, although they’d probably want to use the kind of system @Nokturat described. As you can see in the two images, the size difference between the
two 1024² textures is huge, despite them having identical quality in-game.

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This is true, they are just ruining others projects and making them look low-quality because you can see the pixels in decals.

Yeah. This is all true. This is why I think that making it so that images imported to roblox should be based on file size since you can get good quality while still keeping the file size low. If Roblox is trying to boaden their age range, this is the way they do that.

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You can have a large Image with compression, Less colors and less transparencies.

This is the original GIF (I don’t know any info about its compression) 140 Frames (4.97Mb)
Astro_LoadingGif

This is a 1/2 Resolution Version with 32 Bit color and transparency (22.5Mb)

This is a 1/4 Resolution with 16 Bit color and transparency (5mb)

Keep In mind the devforum shrinks the resolution as well. If you download these they may be a
different res than the originals on my SSD.

All 3 look extremely crisp and are sharp enough to be used in a loading animation.
A much better approach to compressing the files is reducing the color and transparency
depth until the images are at 4 or 8 bit (both look decent enough) then downscaling.

Even though the images are high res enough for the animation, Because of the primitive
compression method both sprite sheets look like this In my sprite renderer.
image

The only alternative for getting the resolution back up to passable is to import all 140 frames,
Its more annoying for us (devs), Its annoying for players (Flickering unless create a new image every frame)
and I’m sure Roblox engineers would love to see thousands (if not more) of images get imported for all my animations.

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Yeah we need this to be changed. I’m created a Public News Network for ppl to have News from around the world whenever they need to and the image quality downgrade IS KILLING ME

Heres is the united States on the map, look rlly good:

And then it gets downgraded to this :weary:
image

Hawaii is barely recognizable: [BEFORE]
image

After

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