It also looks like your Game view is zoomed in, which would make it pixelated.
programmer answer
- Your texture is 2048/1024 resolution
- This camera renders to, lets say, a 1900/1200 output resolution
Can you spot a problem here?
Yes. The problem is that these pixels can barely fit on full screen if you seriously zoom in. Illusion of sub-pixel detail is possible, but only to an extent and is limited by mipmaps (for good reasons).
artist answer
Experienced artist realized that hi-frequency detail (tiny shapes) is less important than low-frequency one (big shapes and gradients) and when accompanied by high contrast (like in your case) creates, contrary to intuition, a more blurry final pixels on screen.
What is more - screen-space contrast guides perception, and making objects high-contrast telegraphs to the player that given object is important. Making everything high-contrast will induce confusion not awe.
Do a experiment, create these textures:
- high-contrast, black & white (TV-like) noise
- a color gradients
- bunch of big shapes (can be high-contrast as well)
and observe which textures look better with distance. After drawing conclusions you may want to redo the texture.
But don’t believe me. Take a look at some of the best looking bottles in a game rn:
Notice that small details (like text and tiny shapes) are suspiciously low-contrast?
And high-contrast shapes (bottle on the right) is mostly big shapes all the sudden…