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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.

How to use

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.

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enter values
← 1 metre →  each square = 32 x 32 texels
On this page What Texel Density Is The Targets Consistent density Privacy

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

ContextTypical targetNotes
Mobile128-256 px/mCheck the texture memory budget
VR512 px/mCheck surfaces at close viewing distances
Console/PC environment512-1024 px/mUse as a starting point for your project
Hero / first-person items2048+ px/mAllow more detail where it is visible
Distant/backgroundhalve the baselineCheck 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.