Hero size, tile size, ratios 4K resolution handling hardware

I have some questions in regards to 4K. Obviously it makes sense to start developing for what will certainly be standard in the next 3-5 years, so I have some questions about how to do that.

I’ve done some research into this and there are two competing resolutions

4096×2160
3840×2160

It looks like this is the equivalent of 1080p 720p. So with that in mind I need to have art created that will fill a display of 4096x2160 without up sampling. Luckily they both share a vertical resolution.

My first question is what kind of software workflow issues and hardware issues will I run into trying to do this? Has anyone here worked with 4K\16K textures for 2D?

My second question is more of a math problem since I’m kind of new to this. I’m trying to figure out the best tile size. I have 3 sizes that my hero will be based on gameplay mechanics. 1\4, 1\8 1\12 of resolution height. If I’m doing a character that is 3x2 tiles and if I’m doing the math correctly I think it works out like this

2160px/4 (for a 1\4 tall hero) = 540px
540px 360px would be 3:2 which would make my logical tile size 180x180px. I know I can compose my tiles of smaller modular tiles, and probably will use 45x45 tiles within those logical tile sizes in order to make it easy to create variation in my tiles, but I just want to make sure my logical tile size is correct.

From what I understand Unity will downsample everything for small resolutions then properly. Thanks in advance for any help!

Bump!

Hi Mr Bump.

Ok. I think it’s important to support high resolutions too so I’ve dabbled in this a bit, but not as high as 4k. Also 8k is not that far off either.

You do basically need to make your graphics ideal precision at the highest possible resolution you want to support. Decide on a virtual coordinate system that you want to work with, which may or may not match the pixel resolution. It could still be a 0…1 vertical range if you prefer. So long as you keep the camera’s coordinate range fixed at the same numbers then changing resolution will automatically keep everything fitting into the screen, ie you see the same amount of game world at any resolution. You will probably want to use mipmaps as well because e.g. if someone runs it on a 640x480 screen to gain speed/framerate then you don’t want to be pulling from huge textures when you could be making much more efficient use of texture caches etc.

If you want your character to be 1/4 the height of the screen (note most screens with 4k/8k res will be BIG screens), then yes 540 seems right. From what you’re saying you want the player to cover a 3 tile high be 2 tile wide area… so 540/3=180 height and 350/2=180 width, so yes tiles of 180x180 would work if that helps make your engine a bit easier for collisions etc.

Hey, I have a client who wants to display a Unity project on a 4k screen (3840x2160), can you confirm that Unity stand alone player fullscreen will actually allow this res? (I can’t test as I don’t have such screen here). Tks?

Thanks for your answer :wink: Very late reply here!