@StripTheSoul: Yeah I still think 8x the resolution is overkill for a lot of textures, considering not even modern PC games go that high compared to some of the textures in that pack. That's why I added the feature to my custom texture tool to scale all textures with a new integer scale so anyone with a little bit of time can convert a pack to any scale they want. When I create textures, I still stick with mostly 4x the original texture resolution because it still looks nice, its already a huge improvement over the original textures, and it's a lot lighter on the system. While I can agree that creating textures at 8x "future proofs" a pack for UltraHD monitors, it raises the question of how far into the future before it becomes usable without issue? I'm guessing its beyond my time, considering it relies heavily on hardware getting a lot better, and Dolphin becoming even faster when dealing with custom textures. And since there's a PR not even merged yet to load textures into system RAM, I doubt that's anytime soon but who knows.
@Resus: No worries. Before I add any new environment textures to the pack, I always try to make sure the texture resolution is within reason. For example, Bruno usually sends me his textures at resolutions of like 16x+ the original textures (512x512*16=8192x8192 for example), and sometimes even much higher, but I usually rescale them to no larger than 2048x2048. And even this is pushing it, considering we need DDS packs and prefetching tricks for PNG to avoid stuttering. Any bigger than that and the filesize of the pack will increase significantly, as well as suffer the stuttering nobody seems to care for. Some textures I make an exception for, such as the sky (4096x1024), but it has the same number of pixels as 2048x2048. The next step up of using an integer scale of 5x would be result in 4096x4096, and performance tests by frozenwings and I (mostly him ) in the past have shown that this is too high.
@Resus: No worries. Before I add any new environment textures to the pack, I always try to make sure the texture resolution is within reason. For example, Bruno usually sends me his textures at resolutions of like 16x+ the original textures (512x512*16=8192x8192 for example), and sometimes even much higher, but I usually rescale them to no larger than 2048x2048. And even this is pushing it, considering we need DDS packs and prefetching tricks for PNG to avoid stuttering. Any bigger than that and the filesize of the pack will increase significantly, as well as suffer the stuttering nobody seems to care for. Some textures I make an exception for, such as the sky (4096x1024), but it has the same number of pixels as 2048x2048. The next step up of using an integer scale of 5x would be result in 4096x4096, and performance tests by frozenwings and I (mostly him ) in the past have shown that this is too high.