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I understand it's for server costs, but ROBLOX is now a massive game and some of us developers absolutely need the support for larger decals. Thus, I don't see why it's such a big deal to downscale all of the images.
For instance, earlier today I tried to upload a decal with a relatively large resolution (4608x1440, to be precise), only for it to be downscaled. And it has to be the exact size in my situation, so this is really frustrating.
It would make sense to downscale very large images, but 4608x1440 is not that large.
I know that absolutely no moderators (or anyone affiliated with ROBLOX) ever check this sub-forum, so this entire post was somewhat a waste of my time, but it's still worth a try. Probably.
Post below if you either support or don't support (why...?) this idea.
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*Thus, I don't see why it's such a big deal to support large images.
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Support, It's not fair that large decals come out looking like crap |
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And for anyone wondering, my 4608x1440 decal was downscaled to 1024x320. Absolutely ridiculous.
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Oh, and I tried 2304x720, too.
Still downscaled to 1024x320.
smh
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I mean, if you guys expect us to make the games, at least make it so we can use textures that can surpass standard 720p HD. This is really sad.
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adam1717Join Date: 2011-05-07 Post Count: 961 |
I support this, however, allowing higher resolutions results in higher file sizes.
Going to slightly hijack your thread.
ROBLOX should support remotely loading premoderated images hosted on other servers.
Upon loading such an image a simple hashcheck would suffice to verify it has infact been moderated.
This would be great for UV Maps where higher resolutions allow for more realistic, higher quality looking meshes.
You must also take into account peoples ability to render higher resolution images. |
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I just tested out a standard 1280x720 image. Certainly not a large image size for 2017.
Guess what? IT DOWNSIZED IT TO 1024x576.
ROBLOX, please be aware that we aren't in the year 2003 anymore. Almost any modern computer is going to be capable of displaying HD textures without significant lag. And it doesn't bog down your servers that much compared to how many decals are uploaded as a whole every single day.
I hate asking for things to be reverted because it's usually very annoying, but this is intolerable. I don't recall it ever being like this. Please revert this stupid downscaling thing.
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When you start to talk about 720p images, I start thinking it's less about server storage and more about keeping Roblox's recommended spec consistent.
Roblox doesn't currently require a dedicated graphics card of any kind, and part of that is clearly due to low VRAM requirements; Every texture in view has to be loaded into VRAM, or, in the case of integrated graphics, regular RAM.
If it were easy to do bigger textures and it was absolutely just a server thing, I'd suggest this: Start charging robux for huge uploads. If it gets to the size of an audio file (5+ MB? idk) just make the image cost as much as an audio file. Easy!
That said, were you uploading through the develop page, or directly through studio? I remember making a game that involved a lot of textures with weird aspect ratios, and doing it through studio seemed to give me an uncompressed picture. My images were just skyscraper ads, though, so obviously I'm not a good example. |
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Also, yeah, any desktop/most laptops can easily run HD textures, but they want this game to run on Billy's $35, .7GB RAM Android tablet. |
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So you're telling me that an HD decal is going to bog down the vRAM if it's 1280x720 as opposed to 1024x576? Because you can't use 720p anymore.
It's also worth noting that the screen resolution, real-world performance of the GPU and the amount of shading in the software affects a whole lot more performance than texture resolution. Do keep in mind that you would likely need a large screen resolution to be able to stress the GPU with a large decal.
Any modern graphics processor, even integrated graphics (which Intel is learning to get fairly good at) is capable of handling HD resolutions. You will come to realize that ROBLOX doesn't even use that much vRAM. They are doing this only to cheap out on server costs. |
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If it's something as cheap as a tablet like that, it is going to likely have a low screen resolution. A high resolution decal is only going to be a problem if they have a high screen resolution. And if it can't handle the high resolution, it's because it can't handle rendering the whole game in general, not because of the large textures. |
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Now that I think about it, I tend to grossly overestimate how many resources games need. You bring up a good point, and I agree completely. My earlier idea of having devs pay for large textures was more to tempt the devs to implement it, rather than to suggest that it'd actually be fair to us. |
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