Extreme Texture Compression Even on Ultra Settings

Version: 1.17.16.0

Frequency: Consistently

Severity: High

Bug description: Even on ultra texture resolution settings, textures get extremely compressed. Way too much in fact. They have colour steeping, werid AO artifacts, and are overall of way less resolution than they were designed. Even with 4K textures, this only improves slightly. Please find attached some examples. All taken on Ultra texture res settings, and in different texture resolutions with comparisons of how they look like in Substance painter, Blender, and the sim. I understand that there is always some compression happening, but this is way too much.

1K texture Substance:

1K Blender:

1K in the sim:

Here with a 4K texture. Compression is less, but, especially for a 4K texture, which is WAY to heavy to use in this case here, it looks extremely poor.

4K Substance:

4K Blender:

4K in the sim:

(yes, this is 4K and Ultra settings)

Texel density also shouldn’t be an issue as this takes up quite a lot of space actually considering this is a 4K map.

Repro steps: Create a texture, especially a dark one, in Substance painter or any other texturing software, and compare it to how it looks in the sim.

If I crank up the exposure in a photo editing software I get a similar result. I guess the sim just does an extremely poor job with handling exposure and/or brightness/colour values?


I mean yes it gets more pixelated which is to be expected if you crank up the exposure. But at least it doesn’t turn into a pink and green rainbow mess like it does in the sim. I even upped the saturation in this picture to try and recreate what the sim is doing but whatever weird thing I do to it I cannot achieve the awful look the sim produces.
This shows pretty clearly how something with a little bit of colour would react to it. but the wall is just grayscale. Why is the sim showing it a green and pink?

Are you using the QUALITYHIGH flag on things you want to be High Quality?

No I have not I must admit. I will try that now and compare the results. But, then again, I don’t know if that flag should be needed in such a case. I, personally, think even without a “quality high” flag the quality should not be that low.

You were absolutely right. Using the quality high flag did work and it now looks like I expect it to look:


However, the default compression without using this flag is still a bit too high in my opinion.
I will change the severity to from Blocker to High on this one as this is a good enough workaround, but I think this is still something that should be looked at.

Hello @MichaelWimma-RWProfiles

Can you please provide us with a version of your built package?
We would like to have a look at this specific case and what the ktx2 format contains.

Regards,
Sylvain

Hello @FlyingRaccoon

I sent the built package to private content as per your request. I sent the version without the “Quality High” flag to illustrate the original issue.

Best,
Michael.

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Hello @MichaelWimma-RWProfiles

After review from our Engine team, this is the expected result for the level of compression we have.
As discussed above, the mitigations when this becomes too visible with some specific colors are:

  • adding the QUALITYHIGH flag in the texture json to reduce compression for this texture specifically
  • increase the resolution, and possibly split the impacted area in a dedicated texture so that the mip selection is more likely to display the best quality.

Regards,
Sylvain

Alright, thanks for checking. I will add the flag when necessary.

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