Quality at 5k (5120x2880) - How to Get Correct Sprite or Texture Quality

Hi - I want to make a game at a size of 5k (5120x2880 - 16:9). I’m having quality issues. I tested quality in this way:

  • Download a good 5k test image (https://www.apple.com/imac-with-retina/5k.html)

  • Open the image at fullscreen on my 15.4 inch 1440x990 retina macbook pro - in Preview the image is fullscreen and letterboxed and looks clear and detailed

  • Open Unity and start a brand new project

  • Drag the 5k image from the finder into the assets

  • For the import settings, the step where the quality seems to diminish, I’ve tried everything. I’ve done texture and sprite and gui and advanced with every combination of options. When importing as a sprite I always used 1ppu. I thought the sprite settings 1ppu, no mipmap, no filtering, max size 8129 and format Truecolor would work but it still looks aliased. Even if I go to Advanced and use RGB 32 it looks aliased. The only difference in all the combined options I tried is that it looks smoothed if I check mipmaps and aliased if I don’t. Neither has the quality of the original.

  • Display the image in the world one of several ways:

  • Drag sprite into the worldspace at 0,0,0 and setup an orthographic camera at 0,0,-1 with camera size 1440 because that lines up with 5120x2880 - with Aspect Utility on the camera set to 1.7777778 so that 16:9 aspect will be maintained regardless of display.

  • Create a canvas, add an image and apply the image imported as a sprite. I tried all the canvas render modes and all combinations of the options.

  • Create a canvas, add a raw image, and apply the image imported as a texture. I tried all the canvas render modes and all combinations of the options. I really thought this was going to make the difference but the display is exactly the same.

  • Build and run the game for Mac standalone (many times using all the variants I listed above for importing the image and displaying it in the world space, tediously testing each combo from step 5 with each combo from step 6) and compare to step 2. Looks bad even though it’s displaying at the exact same size as step 2.

Can anyone help me to get a 5k image to display correctly in Unity? I just want to know that what I make in Photoshop will be rendered the same way in the game.

Thanks

I’d appreciate any help with this - I just can’t seem to get images to display correctly in Unity. I’d add screenshots and a unity project but the file upload doesn’t seem to be working.

Trying another browser I’m able to upload a screenshot. This was imported as a sprite, truecolor, no filtering, no mipmaps, max size 8192, PPU = 1. It looks the same if I import it as a texture. Please compare to the original at https://www.apple.com/imac-with-retina/5k.html - what am I doing wrong?

Make sure that under advanced the option for power of two is set to none, else unity will scale the image.
Im not a expert in image quality but the windows editor on 1080p the image looked fine.

Thank you for replying! Yes, I’ve tried all the POT settings, especially None - but the results come out the same as the screenshot. The screenshot doesn’t look bad but if you download https://www.apple.com/imac-with-retina/5k.html and compare it at the same size you’ll see the quality loss. I’m beginning to think this isn’t a 5k issue and is just Unity graphics handling in general? But I feel it should be able to display imported images at original quality. I really wanted to confirm that before getting further into asset creation.

Trying again with a 2048x1152 (power of two) image. The difference is most notable in the whiskers. If anyone can take this or any other original and get it to display at full quality in Unity I’d love to see it. I’d post my Unity project but even zipped it’s over the 4mb limit.

Original:

The screenshot of the Unity player in OS X:

Comparison of the original at 2x and the Unity player at 2x: