2048 textures on the iPad

Now I’ve heard that the iPad can render 2048 textures…

And the textures look okay in Unity, but when it is running on the device all the 2048 textures become white blocks.

I know that 2048 textures would be a problem memory wise… but they seem not to render at all.

Is there some way I can get them working…? or am I overestimating the iPad’s capabilities?

I don’t think Unity supports it (yet).

Thanks… I’m getting that feeling

PowerVR SGX 535(iPad/3GS GPU) can handle up to 2048*2048 textures size. But am not sure if Unity iPhone locks the max texture size to 1024.

Thanks Tato and Smag.

Has anyone tried it?

There has been some chat on the forums about the memory consumption of 2048 textures, but I’m guessing now that all the discussion has been hypothetical.

2048 textures do not work, tested it with my latest app.

It may be due because current Unity iphone (v1.7) is locking to OpenGL ES 1.1 capabilities and locking the max texture size to 10241024.
Unity3 iPhone will fully support OpenGL ES 2.0. PowerVR SGX supports OpenGL ES 1.1/2.0 and can handle upto 2048
2048 tex size. So i believe that Unity3 iPhone will also support 2048*2048 textures.

This is something I’ve never understood, even from people in professional game development…

WHY would you want textures MUCH LARGER than the MAXIMUM number of texels that could be displayed!?!?

It’s like the artists I work with insisting on 4096x4096 textures for X360/PS3 assets. The max res on those machines is 1280x720, anything bigger is a waste, especially for something that’s not taking up the entire screen.

Color me confused on the advantage of using 2k textures on an iPad.

2048 textures work on the iPhone/iPad with Unity 3.0 when building with OpenGL ES 2.0.

It’s not that hard to understand. You’re not displaying a 2d texture on screen, you’re displaying a 3D model where each polygon covers a small UV area of a texture. The surface area of that 3D model can easily outstrip the screensize if it were unwrapped into each polygon like a folded paper.

What you require ideally is to approach 1 texel per pixel for each polygon on screen. This obviously can’t happen most of the time if an object is either too far or too close to camera, but at least if it’s further away you can MIP map it, but if it’s closer you will start to see horrible pixelation even with 4k textures unless they’re UV’d spectacularly well, unfortunately the nature of UV’s is to be wasteful of texture space (one reason why PTex is so intriguing), so you need to have high res bitmaps to get reasonable res textures on your objects.

Oh, and that’s just for your hero objects, for the environment where a bitmap could cover a pretty large area the camera is within or nearby to on it’s own then things only get worse. If it helps, consider that even if the texture were on a single polygon in a scene, say a wall, what would happen as your player got close to the wall and the wall area grew to be larger than the screen?