How the texture image type affect the final texture size in binary?

Hi there,

Here I’m confused with the image sizes. I have 2 texture images, with the same content, one is 32-bit exr file and the other is 8-bit png file. I import them in unity project and give them the same texture settings, lightmap and true color. And they appear to be the same size of 4MB! This is even larger than the original image size!

Since Apple has a 20MB limitation for apps, I wonder how the textures will cost in the actual binary. In my case, will it really cost 4MB in the app, no matter how much the original image size is?

I’ve attached the screen shots of the 2 images.
823250--30580--$Screen Shot 2012-02-08 at 12.06.37 PM.png
823250--30581--$Screen Shot 2012-02-08 at 11.58.06 AM.png

Thanks very much!

Pine

The format of the source images is irrelevant; the only thing that matters is what the texture settings are in Unity. You don’t want to use uncompressed, unless the quality of PVRTC is excessively poor for that texture (such as typical GUI textures).

–Eric

There is no limit. You can have a binary > 20mb but your customer will have to download it via WIFI. that could be a problem, or not :slight_smile:

Use PVRTC. Since it’s a lightmap it doesn’t have to contain that much color, so use 2bits. That should make it incredibly small.

Also, we use lightmaps that are 256x256 and they do the job very well. Check it out: