I’ve been creating an asteroids clone for a school project of mine and I’m currently creating the textures, should I go for 2K or would that be too far. If that would be too far, could you please tell me what would be good size of a mobile texture size. This needs to run on a Xperia Play so it’s not got the greatest mobile hardware in the world.
The best answer to every “how much X can I have in my game if I want it to run well on device Y” question is always to get a hold of device Y and build a test scene with a bunch of X in it and see how it runs.
It kind of worries me that you pluralized “textures,” though. No, you don’t want/need multiple 2048x2048 texture maps in your mobile-targeted Asteroids clone. If you were thinking of putting a separate 2048 texture map on each model, that’s excessive.
But if you can fit all the textures you need in your game into a single 2048 texture map and then make everything use the same material, do that.
If you can’t make everything use the same material, you could probably get by with 4 1024x1024 texture maps. One just for the spaceship, one for the asteroids, one for shots, explosions, stars, nebula, anything that glows, and one for UI stuff.
At most go for 2k but i would stay between 1024 and 2000. 1024 is probably best bet. 2000 would lag.
Depends on the size of the object being displayed on the screen. As well as how many other textures you have.
If it’s an important object, like main character, 1024 is probably enough.
At mobile resolutions, having large high quality textures is a little meaningless especially if the player can’t really tell the difference between 1024 and 2048 texture. There’s minimal gain and on mobile you always want performance especially if you game really needs it.
However, it doesn’t mean you can’t do it! You should at least test to see the difference. Unity does make it easy to change texture resolutions after all :).