Unleashed PC Retexturing Project Mini-Update: 8192x8192 Textures. @LobotomyDC
Unleashed PC Retexturing Project Mini-Update: 8192x8192 Textures.  @LobotomyDC
Uploaded September 2012 | Updated September 2026, 5 hours ago
Pardon the low resolution of the video. I forgot to check my FRAPS settings. I'll have some screenshots in an update later.
Alright, people have been coming at me left and right, whining that my textures are too big and too RAM intensive and that the internals of the engine will keep super high-res lightmaps and textures from being a possiblity.

I just wanted to come out and say that you're fucking wrong and you should all go roll around in barbed wire with Magic Johnson.

I'm about 50% finished with retexturing Mazuri, and out of a stroke of curiosity and boredom, wondered if I could use 8192x8192 textures in the game. I found a Mandelbrot fractal on Google Images and decided it would be a good test. Turns out, it doesn't affect framerate in the slightest.

Some of you skeptics may say "Well, it's in black and white, how will a colored texture fare?" Answer: Precisely the same. The DDS texture compression methods compress each texture the same way, resulting in each texture of the same resolution to be the same size, no matter the content.

The image used: http://www.cs.princeton.edu/~wayne/mandel/mandbord1.0/mandgray8192.png
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Unleashed PC Retexturing Project Mini-Update: 8192x8192 Textures.

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