Hello everyone, any idea how to fix this issue? I was expecting a fine straight line for the fonts but it turns out it doesn’t have fine edges when zoomed-in. It’s my first time seeing this. Thank you.
The sampling point size determines the accuracy of the reproduction of the glyph. The higher the sampling point size, the more accurate the representation of the glyph but at the cost of occupying more texture space.
Here are examples of the letter “e” using Arial at sampling point size of 30, 90 and 180. In the zoomed in image in the scene view, you can clearly notice the sampling differences but what you have to keep in mind is whether or not those difference will be visible in the game view at the actual rendering point size.
Sampling Point Size of 30 with padding of 3 for a ratio of 10% of sampling point size to padding.
Sampling Point Size of 90 with padding of 9 for a ratio of 10% of sampling point size to padding.
Sampling Point Size of 180 with padding of 18 for a ratio of 10% of sampling point size to padding.
The point size of the “e” in the game view is 18 points. This is actually pretty big where you can still notice some difference between the sampling point size of 90 and 180 but if the actual text point size was smaller, you would not notice the sampling difference and thus be able to save on texture space / memory and potential build size if the font asset was static.
When determining sampling point size, you are trying to achieve a balance between the characters looking good while trying to minimize texture size. In general a sampling point size of 90 with padding of 9 for a ratio of Sampling Point Size to Padding Ratio of 10% works well.
Also keep in mind that the Render Mode also affects the quality of the sampling. SDFAA is super fast but an approximation. SDF16 is more accurate but too slow for dynamic use.
Hi @Stephan_B , thanks for the response. Unfortunately I can’t still output a polished and fine font.
I tried experimenting the values but it is still the same.
Do you have, or anyone can recommend a 3rd party plugin / asset available in market that can solve my concern? Thank you.
Why do you need the font to be polished at such as zoom factor?
Are your users expected to zoom in to the text in the game view at runtime?
Unless you are displaying this text at something larger than 18 points on screen or doing pixel art, those wavy lines are not going to be noticeable.
If you use SDF16 instead of SDFAA, this will also improve the sampling at the same sampling point size but keep in mind these modes are to be used with static font assets.
Thank you for your time @Stephan_B , I am making a text based educational game, I am worried that it might still look like that when played on bigger/wider screen for presentation purpose and demo also or once it is connected to a larger home TV like that…
or it might be shown in a conference type that needs big screen also, sort of situation like that.
Like I said unless the text will be displayed at something larger than 18 points and you have a low sampling point size, this will not be visible. You have to zoom in way too much for these sampling variants to show up.
I would suggest sticking to the 90 sampling point size with padding of 9 to begin with and should anyone bring this up or notice anything, you can always increase the sampling which is trivial to do. Again, I doubt anyone will notice this.



