# Supporting 4096x4096 textures on different devices

**URL:** <https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683>\
**Category:** The Defoldmine\
**Created:** [September 19, 2017, 2:35pm UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683 "2017-09-19T14:35:44Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [September 19, 2017, 2:35pm UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/1 "2017-09-19T14:35:44Z")

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I made small research about supporting of 4096x4096 textures on different devices.

**iOS**  
Any ios device starts from iphone4s and ipad2 supports 4096x4096

 ![2017-09-19_17-32-48](https://forum-defold-uploads.b-cdn.net/original/2X/f/f7f5151fdfcd09fb9c233633b41a0d2112d2d195.jpg)  
([Source](https://stackoverflow.com/questions/10392027/recommended-limit-for-memory-management-in-cocos2d))  
**Android**  
Top Android GPU I took [here](https://hwstats.unity3d.com/mobile/gpu-android.html).

 ![2017-09-19_14-41-20](https://forum-defold-uploads.b-cdn.net/original/2X/6/6508d103b9390e96b8b8681a3cddf6286c0c9891.png)  
Sources:

1. [http://gles3mark.appspot.com](http://gles3mark.appspot.com)
2. [OpenGL capabilities report: GL\_MAX\_TEXTURE\_SIZE](http://feedback.wildfiregames.com/report/opengl/feature/GL_MAX_TEXTURE_SIZE)
3. And many googling…

**HTML5**

 ![2017-09-20_10-27-15](https://forum-defold-uploads.b-cdn.net/original/2X/5/57a466f7e86e15e96d4318f69bf0237a78c4d478.png)  
Webstats statistics : [WebGL Stats](https://webglstats.com/webgl/parameter/MAX_TEXTURE_SIZE)

Hope it will be useful for somebody

**Conclusion (imho)**

Today, almost all modern devices are supported 4096x4096 textures. If you have no plans to supports really old devices you can use 4k atlases instead 2k

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**Author:** ![Mattias\_Hedberg](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/mattias_hedberg/32/433_2.png) [@Mattias\_Hedberg](https://forum.defold.com/u/Mattias_Hedberg)\
**Post date:** [September 20, 2017, 8:56am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/2 "2017-09-20T08:56:23Z")

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Great write up! I want to add that you may also take memory consumption into account. A 4k texture is **4 times as big** in memory compared to a 2k one. So it could still be worth to use a 2k texture on high end devices if you can fit everything from a scene on it and thus avoid having them all in memory.

Oversimplified example: If your game has 4 “screens” that all uses about 2k of textures each. You could add them all to a 4k texture and have all that in memory at all times **or** you can set your atlases up so that each “screen” uses a 2k texture. In the first case we have a bit over 64MB of textures in memory (assuming 32-bit color) and in the second case we have a bit over 16MB in memory the downside being that we have to load the atlases in and out (and could also a bit hard to work with).

Of course if memory isn’t a problem for you than you don’t have to think about this at all.

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<div class="post-metadata">

**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [September 20, 2017, 9:01am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/3 "2017-09-20T09:01:08Z")

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Fully agree with you, of course! I told only about possibility of using 4k atlases when it really need for example when you have 5 2k atlases that can be one 4k etc.

It’s only about possibility to run game with 4k atlases on devices in case when developer sure that he need 4k.

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<div class="post-metadata">

**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [September 20, 2017, 12:44pm UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/4 "2017-09-20T12:44:32Z")

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One of developer shared info, that on Steam still enough PC’s that do not supports 4k atlases and he remade his game to 2k atlases.

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<div class="post-metadata">

**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [September 20, 2017, 4:12pm UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/5 "2017-09-20T16:12:05Z")

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Really? That’s surprising that many desktop GPUs don’t support larger textures. I’m assuming that it’s cheap integrated GPUs and not dedicated cards?

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<div class="post-metadata">

**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [September 20, 2017, 4:15pm UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/6 "2017-09-20T16:15:22Z")

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Surprise for me too, but for now I have no time and motivation for checking this information. Maybe later i’ll recheck this info.

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**Author:** ![Pkeod](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/pkeod/32/606_2.png) [@Pkeod](https://forum.defold.com/u/Pkeod)\
**Post date:** [September 20, 2017, 7:27pm UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/7 "2017-09-20T19:27:56Z")

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China has a large relative market share on Steam. Lots of old PCs there. But lots of good PCs there and people who will buy games properly localized.

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<div class="post-metadata">

**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [September 21, 2017, 7:26am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/8 "2017-09-21T07:26:57Z")

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Need to check this list [Steam Hardware & Software Survey](http://store.steampowered.com/hwsurvey/videocard/) for understanding how many users have video cards that don’t support 4k textures

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<div class="post-metadata">

**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [September 21, 2017, 8:32am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/9 "2017-09-21T08:32:05Z")

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Yep, quite a good list. I’m sure it’s possible to write a script that makes the lookup. Looking at WebGL stats in general will give information about max texture size as well:

> **[WebGL Stats](https://webglstats.com)**

That’s stats from around 30 sites. It would be interesting to get stats from game focused sites though…

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<div class="post-metadata">

**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [September 21, 2017, 8:35am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/10 "2017-09-21T08:35:01Z")

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mmm, i already has this link in main post =)

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<div class="post-metadata">

**Author:** ![sven](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/sven/32/1086_2.png) [@sven](https://forum.defold.com/u/sven)\
**Post date:** [September 21, 2017, 8:36am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/11 "2017-09-21T08:36:18Z")

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Any idea regarding the sudden drop in 8k support around 2017?

 ![38](https://forum-defold-uploads.b-cdn.net/original/2X/4/45e2a7bda4eef91c8cdf2b82da6d52c9b97be28c.jpg)

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<div class="post-metadata">

**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [September 21, 2017, 8:38am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/12 "2017-09-21T08:38:38Z")

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> [@AGulev](#):
>
> mmm, i already has this link in main post =)

Oh, yes you do! 😳

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<div class="post-metadata">

**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [September 21, 2017, 11:00am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/13 "2017-09-21T11:00:24Z")

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> [@AGulev](#):
>
> One of developer shared info, that on Steam still enough PC’s that do not supports 4k atlases and he remade his game to 2k atlases.

Ok, I asked him to provide me more info, and he told that it was in 2014. That mean that this question have to be rechecked before make some conclusion.

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<div class="post-metadata">

**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [September 21, 2017, 12:22pm UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/14 "2017-09-21T12:22:57Z")

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> [@AGulev](#):
>
> I asked him to provide me more info, and he told that it was in 2014

Ah, ok. And based on the WebGL stats that was around 6% of the stats for 2014. It is unlikely that Steam players have worse gaming rigs than the average WebGL stats user, but anyway, let’s say that the number was three times higher for Steam users, meaning 18% of users. In 2014 that was surely worth the effort, but it’s probably the case that the number around 3-5% today in 2017. But checking against the Steam list you provided will verify this.

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<div class="post-metadata">

**Author:** ![BunBunBun](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/bunbunbun/32/25691_2.png) [@BunBunBun](https://forum.defold.com/u/BunBunBun)\
**Post date:** [November 11, 2020, 7:02am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/15 "2020-11-11T07:02:39Z")

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does anyone have actual statistics about the supporting max texture size in 2020? particularly interested in web platform.

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<div class="post-metadata">

**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [November 11, 2020, 7:18am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/16 "2020-11-11T07:18:27Z")

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> [@BunBunBun](#):
>
> statistics about the supporting max texture size in 2020? particularly interested in web platform

There used to be a WebGL stats page at [WebGL Stats](https://webglstats.com/webgl2/parameter/MAX_TEXTURE_SIZE) but it seems like the site doesn’t work anymore.

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<div class="post-metadata">

**Author:** ![BunBunBun](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/bunbunbun/32/25691_2.png) [@BunBunBun](https://forum.defold.com/u/BunBunBun)\
**Post date:** [November 11, 2020, 7:25am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/17 "2020-11-11T07:25:44Z")

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yes, I checked that site before too. that’s why I decided to ask here, may be there are alternatives.

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<div class="post-metadata">

**Author:** ![BunBunBun](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/bunbunbun/32/25691_2.png) [@BunBunBun](https://forum.defold.com/u/BunBunBun)\
**Post date:** [March 25, 2022, 6:45am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/18 "2022-03-25T06:45:09Z")

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up 🙂 same question today, especially interested in the web.

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<div class="post-metadata">

**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [March 25, 2022, 7:03am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/19 "2022-03-25T07:03:02Z")

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> [@BunBunBun](#):
>
> especially interested in the web.

Mozilla writes in their WebGL best practices that “The minimum requirements for WebGL are quite low. In practice, effectively all systems support at least the following”:

```lua
MAX_CUBE_MAP_TEXTURE_SIZE: 4096
MAX_RENDERBUFFER_SIZE: 4096
MAX_TEXTURE_SIZE: 4096
MAX_VIEWPORT_DIMS: [4096,4096]
MAX_VERTEX_TEXTURE_IMAGE_UNITS: 4
MAX_TEXTURE_IMAGE_UNITS: 8
MAX_COMBINED_TEXTURE_IMAGE_UNITS: 8
MAX_VERTEX_ATTRIBS: 16
MAX_VARYING_VECTORS: 8
MAX_VERTEX_UNIFORM_VECTORS: 128
MAX_FRAGMENT_UNIFORM_VECTORS: 64
ALIASED_POINT_SIZE_RANGE: [1,100]

```

Source: [WebGL best practices - Web APIs | MDN](https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#understand_system_limits)

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<div class="post-metadata">

**Author:** ![BunBunBun](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/bunbunbun/32/25691_2.png) [@BunBunBun](https://forum.defold.com/u/BunBunBun)\
**Post date:** [March 25, 2022, 8:03am UTC](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683/20 "2022-03-25T08:03:49Z")

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Thanks! phew, looks like 2048 textures size is out-of-date now!

[Next page](https://forum.defold.com/t/supporting-4096x4096-textures-on-different-devices/11683.md?page=2)
