Texel Density Calculator
Calculate texel density, compare it with a target, or estimate the texture size an asset needs. It’s a useful check when neighbouring assets look noticeably different in sharpness. The calculation runs in this tab.
Forward mode: enter texture size, UV coverage, and real-world area to get the density and a comparison with your target. Reverse mode: enter the target density and asset size to get a power-of-two texture recommendation. Use the UV coverage of your asset rather than assuming a fixed percentage. Compare the result with the UV grid texture.
What Texel Density Is
Texel density is the number of texture pixels per metre of surface. For a square texture of resolution R, surface area A and UV coverage C expressed as a fraction, the estimate is R × sqrt(C) / sqrt(A). Consistent density helps assets sit together, although filtering, viewing distance and the source texture also affect perceived sharpness.
Example targets to test
| Context | Typical target | Notes |
|---|---|---|
| Mobile | 128-256 px/m | Check the texture memory budget |
| VR | 512 px/m | Check surfaces at close viewing distances |
| Console/PC environment | 512-1024 px/m | Use as a starting point for your project |
| Hero / first-person items | 2048+ px/m | Allow more detail where it is visible |
| Distant/background | halve the baseline | Check at the intended viewing distance |
Keep density consistent
Agree a target for each asset category, then use a checker texture to compare assets in the viewport. Different checker sizes can reveal inconsistent density. If memory requires a lower target, review the category together and check the result at the intended camera distance.
Privacy
Your input files and calculations are processed in this browser tab. The tool doesn’t upload them. The site uses Google Analytics for site usage; see how the site works.
