Texture resolution guide: 512, 1K, 2K, 4K or 8K?

Updated · 11 min read

Short answer: most game and real-time assets use 1K (1024 px) or 2K (2048 px) textures. Use 4K (4096 px) only for hero assets the camera gets close to, 512 px or less for small and distant props, and 8K mostly for film, renders and huge unique surfaces. The right size is set by texel density (how many texture pixels cover each metre of the surface) and by your platform’s memory, not by "bigger is better".

This guide gives a starting size per asset type and per platform (mobile, PC and console, VR, Roblox and the web), explains why texture sizes are powers of two, works out how much video memory each size costs, and shows the three ways to increase a texture’s resolution when it is too low.

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Texture resolutions at a glance

In texture talk, "1K" means 1024 pixels, not 1000, and a "4K texture" is 4096 × 4096, not the 3840 px of a 4K screen. Each step up doubles the width and the height, so it holds four times as many pixels and costs four times the memory.

NamePixelsPixels in totalTypical use
512512 × 512262,144Small or distant props, mobile, Roblox items, UI icons
1K1024 × 10241,048,576Standard props on mobile and VR, mid-size props on PC, web viewers
2K2048 × 20484,194,304The usual size for PC and console characters, vehicles and main props
4K4096 × 409616,777,216Hero assets seen up close: first-person weapons, main characters, cinematics
8K8192 × 819267,108,864Film and offline renders, big unique terrain or set pieces, texture sources you will downscale

Resolution only counts when it reaches the screen. A crate that never fills more than a few hundred pixels on screen looks the same at 1K and 4K, but the 4K version uses 16 times the memory.

Which resolution for which asset

These are starting points, not a standard. Start here, check the asset in your engine at the closest distance the player or camera will reach, and go down a size if you cannot see a difference.

AssetStart atGo higher when
Small prop (can, cup, small rock)256 to 512The player picks it up or inspects it
Medium prop (crate, chair, barrel)512 to 1KIt sits close to the camera in a key scene
Large prop or vehicle1K to 2KThe camera follows it or the player drives it
Main character (third person)2KClose-up cutscenes or a portfolio render (4K)
First-person weapon or hands2KIt fills a large part of the screen all game (4K)
Tiling material (floor, wall, terrain layer)1K to 2K, repeatedThe repeat is too visible; add detail or decals instead of one huge texture
Hero asset for film, renders or 3D print previews4KExtreme close-ups (8K, or split the model over several textures)

Two rules matter more than the exact numbers. First, keep neighbours consistent: a 4K wall next to a 1K floor looks worse than both at 2K, because the eye notices the jump in sharpness. Second, not every map needs the same size. A material can use a 2K colour map with a 1K roughness map, because smooth grey maps lose little when they are smaller.

Texture resolution by platform: mobile, PC, VR, Roblox and web

PlatformCommon sizesWhat sets the limit
Mobile games512 to 1K, 2K for a few hero assetsShared phone memory and download size. Meta’s Unity guidance flags textures above 2048 × 2048 on mobile.
Standalone VR (Quest and similar)512 to 1K, 2K for hero assetsThese headsets run on mobile chips and render two eyes at a high frame rate, so the mobile limit applies.
PC and console2K standard, 4K for hero assetsVideo memory. Meta’s PC guidance flags textures above 4096 × 4096.
Roblox256 to 1024 for most itemsRoblox’s own size rules (below).
Web and AR viewers (GLB)1K to 2KPNG and JPG inside a GLB are decoded to raw pixels on the GPU, so memory is the uncompressed size unless you use KTX2.

Roblox texture size

Roblox’s texture specifications (checked 2026-10-18) say the engine supports textures up to 4096 × 4096 and loads lower-quality versions first, raising quality to suit the device. The same page suggests 256 px for a 5 × 5 stud object, 512 px for 10 × 10 studs and 1024 px for 20 × 20 studs.

For PBR maps on avatar items (SurfaceAppearance), its budget table stops at 1024 × 1024 (maximum) for full-body clothing and humanoid characters, and allows at most 256 × 256 for the non-colour maps (roughness, metalness, normal) of rigid accessories. Marketplace rigid accessories cannot exceed 2048 × 2048. Part of the page still says 1024 × 1024 is the maximum, so for avatar items 1024 px is the safe choice.

Power of two: why texture sizes are 512, 1024, 2048 and 4096

A power-of-two (POT) texture has sides of 2 multiplied by itself: 256, 512, 1024, 2048, 4096, 8192. The sides do not have to match: 2048 × 1024 is power of two too, because each side is. Sizes such as 1000 × 1000 or 3000 × 2000 are non-power-of-two (NPOT).

Engines still prefer POT sizes for three practical reasons:

  • Mipmaps halve cleanly. A mipmap chain is the texture at half size, quarter size and so on, down to 1 × 1, used when the surface is far away. A 4096 px texture halves evenly 12 times (13 levels in all). An odd size has to round at some levels, which can blur or shift detail.
  • Block compression works in 4 × 4 blocks. GPU formats such as BC1 to BC7 and ASTC store the image in small blocks, so sides need to be a multiple of the block size. Every POT size from 4 up is.
  • Older and some platforms limit NPOT textures. WebGL 1 cannot make mipmaps for NPOT textures or repeat (tile) them. Unity’s manual says NPOT textures take a little more memory and are scaled up to the next power of two on platforms that do not support them.

If your texture is 3000 × 3000, resize it to 2048 or 4096 before export, or pad it to 4096 if you cannot rescale it. A plain resize up to the next size adds pixels but no detail. To get real detail, see how to increase texture resolution below. UI images, which are never mipmapped or tiled, are the usual exception where NPOT is fine.

How much memory a texture uses (VRAM maths)

File size on disk tells you little, because a PNG or JPG shrinks by however much that image happens to compress. What counts is the size in video memory once the GPU has it. The maths is simple:

  • Uncompressed (RGBA, 8 bits per channel): bytes = width × height × 4.
  • With mipmaps: add the half-size, quarter-size and smaller levels. They add one third, so multiply by about 1.33.
  • Block compressed: BC1 stores each 4 × 4 block in 8 bytes (half a byte per pixel). BC3, BC5 and BC7 use 16 bytes per block (one byte per pixel). That is 8 times and 4 times smaller than RGBA.

Worked out for one square texture (1 MB = 1,048,576 bytes):

SizeRGBARGBA + mipsBC1 + mipsBC7 / BC5 + mips
5121 MB1.33 MB0.17 MB0.33 MB
1K4 MB5.33 MB0.67 MB1.33 MB
2K16 MB21.33 MB2.67 MB5.33 MB
4K64 MB85.33 MB10.67 MB21.33 MB
8K256 MB341.33 MB42.67 MB85.33 MB

A real material is several maps. A typical PBR set of three (base colour, normal, and one packed roughness / metal / AO image) at 2K costs about 64 MB uncompressed with mipmaps, or about 16 MB with BC7 and BC5. The same set at 4K costs about 256 MB uncompressed or 64 MB compressed. Multiply by every unique material in a scene and it is clear why games use 4K sparingly.

Mobile and standalone VR usually use ASTC instead of BC. Every ASTC block is 128 bits whatever its size, so the block size sets the quality: 4 × 4 gives 8 bits per pixel (like BC7), 6 × 6 about 3.56 and 8 × 8 just 2. A 2K texture with mipmaps is about 2.4 MB at 6 × 6 and 1.3 MB at 8 × 8.

Browser viewers and most GLB files use PNG or JPG, which the GPU receives fully decoded. A 4K PNG in a web viewer costs about 85 MB of video memory with mipmaps, however small the file is. KTX2 (Basis Universal) textures stay compressed on the GPU.

Texel density: how to work out the size you need

A texel is one pixel of a texture as it sits on the model, and texel density is how many texels cover one metre (or one unit) of surface. It is the real measure of sharpness: a 4K texture stretched over a building can be blurrier than a 512 px texture on a coin. If the term is new, UV unwrapping explained explains it in plain English.

  • Density = texture size in px × the share of the texture the surface uses ÷ the surface’s size in metres.
  • Texture size needed = target density × surface size in metres ÷ the share of the texture it uses.

Example: a 2 m wide wall that fills the whole 2048 px texture has 2048 ÷ 2 = 1024 px per metre. A 4 m wall at the same density would need a 4096 px texture, or you could tile a 2K texture twice across it and keep 2K. A character whose UV islands use only 70% of the texture width gets 70% of the density you might expect, so tight UV packing raises sharpness for free.

To choose a target, decide how close the camera gets. At that distance, about one texel per screen pixel is the ceiling worth paying for: past it the GPU drops to a smaller mipmap anyway, so the extra pixels cost memory but cannot show. Then give every asset in the scene roughly the same density, so nothing looks sharper or blurrier than its neighbours.

To skip the arithmetic, the free texel density calculator works out the density from a texture size and surface size, or the texture size you need for a target density.

How to increase texture resolution

Scaling an image up in an editor makes it bigger, not sharper. To actually gain detail there are three routes, plus one free fix:

MethodHow it worksBest whenWatch out for
Upscale with AIAn AI upscaler enlarges the image 2x or 4x and rebuilds plausible detailYou only have the low-res image (old game files, downloads, AI textures)Invented detail, normal maps that need renormalising, tiling seams
Re-bakeBake the maps again from the high-poly model or the procedural material at the bigger sizeThe source still exists (sculpt, Substance or Blender material)Takes the original files and some setup time
RepaintPaint or generate the texture again at the new sizeThe texture is hand-painted or AI-made and you want new detailThe look changes, so it is a new texture, not a sharper copy
Fix the UVsGive the important parts more UV space, or split the model over more texturesSome parts are blurry and others are notChanging UVs means the old textures must be re-baked or re-projected

Our AI texture upscaler does the first route in the browser: 2x or 4x for PNG, JPG and WebP textures up to 4096 px per side (results up to 8192 px), with a Seamless option for tiling textures and a Normal map option that keeps normal maps valid. It can also open a GLB and upscale the textures inside it, up to 4096 px each. For the full step-by-step, with the right method per map type and the DDS round trip, read how to upscale textures.

Re-baking is covered in what is texture baking. If your normal map is the blurry one and you have its colour or height texture, it is often easier to make a fresh one at the new size with the free normal map generator.

Texture resolution in the AI 3D Texturing Studio

The AI 3D Texturing Studio paints the whole model in your browser and picks the texture size from your device:

  • 2048 px on most desktops and laptops (when the graphics chip supports 4096 px textures), and 1024 px on phones and small screens.
  • Up to 4096 px for dense meshes that get new UVs, such as scans and high-poly STL files, so each small triangle still gets enough texels (up to 2048 px on small screens).
  • With Keep my UVs, the texture you download keeps your file’s own texture resolution when it had one, so a model that came with a 4K texture exports at 4K.

Each AI view is a 1024 px image projected onto the model, so very small parts get fewer pixels than the texture can hold. For a sharper final texture, export the GLB and run it through the texture upscaler at 2x.

Texture a model, then sharpen it

Paint a model with AI in the browser, download the GLB, and upscale its texture when you need 4K.

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Questions

What is the best texture resolution for games?

1K or 2K covers most assets. Use 2K for main props and characters on PC and console, 4K only for hero assets the camera gets close to, and 512 px to 1K on mobile and standalone VR. Match the size to how big the asset appears on screen.

Is a 4K texture 4096 or 3840 pixels?

A 4K texture is 4096 × 4096 pixels. The 3840 × 2160 size is a 4K screen. Textures use powers of two, so 1K is 1024, 2K is 2048 and 8K is 8192.

What is the maximum texture size in Roblox?

Roblox’s texture specifications say it supports up to 4096 × 4096 and automatically uses lower-quality versions on weaker devices. Its PBR budget for avatar items stops at 1024 × 1024, rigid accessories may use at most 256 × 256 for their non-colour maps, and Marketplace rigid accessories cannot exceed 2048 × 2048.

How much VRAM does a 4K texture use?

Uncompressed, 4096 × 4096 × 4 bytes is 64 MB, or about 85 MB with mipmaps. Compressed as BC7 it is about 21 MB with mipmaps, and as BC1 about 11 MB.

Do textures have to be square?

No. 2048 × 1024 or 1024 × 4096 are fine, because each side is still a power of two. What causes problems is a side that is not a power of two, such as 1000 or 3000 px.

Is 8K texture resolution worth it?

Rarely for real-time use. An 8K texture costs 16 times the memory of a 2K one. It makes sense for film and offline renders, very large unique surfaces, or as a master copy you downscale for each platform.

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Upload a GLB, OBJ, FBX, STL or PLY file (or pick a sample), describe the look, and let AI paint it from every side.

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Sources

Checked 2026-10-18. Other tools change their features and prices often, so check their own pages too.