U3 Beta 6 and PVRTC RGBA textures quality bad??

After moving a project over to U3B6 some of my textures with some transparency really look bad now.

any thoughts??

Can you be a little more descriptive, maybe with some screenshots, etc?

Attached are two screenshots in one image.

One from Unity 1.7 and One from U3B6

Notice the transparency on the ‘frame’ graphic.

also just to note, the textures have looked the same (bad) in every beta version i have tried.

Let’s see screenshots of your texture importers. There’s been no difference in quality for any of my textures; some of them just needed to be reset, which is understandable, considering the various redesigns.

This area definitely looks like you’re using 2bpp, which uses dithering, and is unsuitable. My inclination is to believe that you were never using compression before. Unity 3 imports NPOT textures as PVRTC. Previously, Unity iPhone left them as uncompressed.

371724--12877--$screen_shot_2010_08_22_at_125231_pm_514.png

Here is a side by side of the texture importers.

See where it says “not compressed yet”? That’s why.

–Eric

Guess not even 4bpp is good enough! :stuck_out_tongue:

thanks guys. i only use that ‘frame’ image on menus and not game play so i guess it is going to stay uncompressed :slight_smile:

also it seems that some of my images are scaled differently as well in U3.

this must be related. as U3 is compressing non square images…

At least chop the useless top and bottom off. There’s no need for the texture to be square if it’s not going to be compressed. You might want to consider a different width than 512, too. There’s no point in making it wider than 960, but that will yield the best possible results.

Here’s my recommendation*:
Make it 960 x 640.
If it crashes the old devices, due to too much memory use:
Enable mipmaps.
Reduce texture resolution in one of the quality settings.
Set that as the quality settings on old devices.
Use Texture.mipMapBias = Mathf.NegativeInfinity so that it stays good looking on the 3GS and the current iPod touch, which have enough memory, but would otherwise use mip level 1 because of their lower resolution.

  • Actually my recommendation is to not use landscape mode at all, but do what you like. I’ll just curse you if your game sounds good enough to warrant headphones, or if it’s so good that it drains my battery and then I have to plug my phone in to play. :stuck_out_tongue:

are there ‘quality’ settings for the iphone target? i thought that was for PC/standalone only??

in any case thanks jessy!

ill send you a promo code.

The game is 99% done :slight_smile:

Used to be. Not anymore!

jessy,
can you elaborate on how to use the quality settings a bit??
thanks!

Set up a couple or a few levels, check iPhoneSettings.generation before the main game starts, then use QualitySettings.currentLevel. QualityLevel is an enumeration so you can save/load it easily with PlayerPrefs.SetInt or .GetInt (set it before the game starts, read it to load the level). Do you have specific questions? I don’t know if there’s a best practice for this, but I think this is a sound method.