is monogame content importor support 16k texutre?

is monogame content importor support 16k texutre?

The content pipeline will, and it will use a lot of memory. Whether your target platform supports a 16k texture is up to the specs of the GPU.

dx9 doesn’t support 16k, so the legacy shader levels shouldn’t either, right?

Common max support these days on commercial GPUs is 8k support likely High end only and possibly only boards supporting DX11+ or OGLs equivalent, usually at the moment 16k is limited to QUADRO style GPUs, so sticking to a maximum of 8k would be best but not everyone has a 3-8GB GPU… unless you intended to use a single 16k texture?

I would suggest between 2k and 4k until 2020 or so…

Or are you creating a tech demo type of product intended for a QUADRO style graphics card?

Something relevant from 2011


Notice they were using a 3GB GTX 580…

I doubt that MonoGame would have issues processing or loading the texture, but if your system or the end user system is not up to the task, then there is no use in doing so unless for a specific use case… but again, wait a few years and 16k textures will likely be as normal as 2k/4k today…

I mean even UE4 taunts a max size of 8k…


There is a VERY GOOD graph on there that explains memory usage at each texture resolution with DXT1/DXT5 Compression!

So perhaps explaining your use case, might bring about more directed informing…

There’s partially resident texture (or sparse texture) technology that can be used for huge textures. Basically only needed parts of the texture are on the GPU and stuff is streamed in and out as required. This way the game Rage (I think the first game that did this) uses one huge texture (32Kx32K) to cover pretty much the whole world while only putting a small portion of that in VRAM at all time. IIRC for DX it’s called tiled resources.

virtual texturing is the definition i’ve heard most of the time when speaking about this

Yeah, here are some useful links (at least for me they were) if someone wants to implement it:



I implemented this technique a year ago, it was a nightmare, but it works :slight_smile: .