Mipmap and Readability

Hey guys. I’m currently struggling right now to get my texture to be readable at the camera angle I’ll need to have my game at. I haven’t found that ideal angle yet. I’ll have to find it once I model in my table and everything.

I plan to have a fixed camera really for the most part. I adjusted the anisotropic filtering and other settings to try to get it as legible as I can, but I think maybe it’s still a bit too blurry at the minimum resolution I want it to be able to run at… which is 800x600.

Here is a screenshot of it at 800x600(cropped though). Ignore the lack of polish or anything, I haven’t put everything together yet, just working on this latest component… that being the board.

The board texture by the way is 5120x2048 resolution which is chopped up into 40 512x512 textures.

I am hoping that the solution isn’t simply to increase the font size for the center areas that are a bit difficult to read.

Here is a sample of the center font area at full 512x512 resolution.

I’m still new to working with art assets in Unity. This is my first time. What can I do to make this more legible? I have seemed to reach a nicely viewable limit at aniso level 4, bilinear and trilinear seem to make no difference from one another.

The problem with this is then you have 40 draw calls, which isn’t a huge amount, but is still excessive for what’s on the screen. Since I’m not aware of any cards that that have less than 2048x2048 as a limit (and those are years old; modern cards do 8192x8192 at least), I’d suggest breaking it into 2 2048x2048 and 1 1024x2048.

That’s probably what I’d do; I think you’re just asking too much out of 800x600 given the camera angle and distance. Also try Kaiser filtering for mipmaps rather than Box.

–Eric

Oh hey, thanks man. I had no idea what the resolution limits were for different cards so I was incredibly confused about what I should do. So I took a tip from another thread I made and did 40 at 512x512 to try and have it be able to run on weaker hardware.

I wasn’t exactly happy with it, since it required much more work on my part and I knew about the draw calls… but I wasn’t sure how much the resolution sizes would be killing me as far as being able to reach older hardware.

Thanks a lot for your response! I’ll have to redesign my stuff for larger fonts. Good thing it’s all in photoshop layers.