I make platformer games like Mario and Mega Man. I would like to know how to reduce the loading time of the test play when importing images that exceed 10000px in height or width (by the way, the following images are already compressed in WebP).

Version 3.5.2 (If you don't mind, it would be great to know if you went with 4.0 or later.)

My PC Spec
Stealth-15M-A11UEK-211JP
CPU : Core i7 11375H(Tiger Lake)
GPU : NVIDIA GeForce RTX 3060



    CharlieMalphas (by the way, the following images are already compressed in WebP).

    Irrelevant. That is relevant to transport only, during display they need to be uncompressed anyways.

    CharlieMalphas I make platformer games like Mario and Mega Man.

    And you need insane sprites that exceed gpu image size limits for this? Most GPU's have a size limit of around 16k2 or at most perhaps 32k2 per texture. Assuming your 10k2 sprite is actually just 1 frame of a multiframe animated sprite you will exceed that texture size limit practically immediately.

    Note: this isn't even a godot engine limit, I'm saying it's a hardware limit.

    CharlieMalphas Is there any way to change the texture size limit?

    Other than writing to GPU manufacturers - nope 😃. As @Megalomaniak pointed out, it's a hardware limit on the graphics card itself. Even something powerful like RTX will have that limit.
    The real question is why do you need such large textures in a platformer game, or any type of game for that matter.

      xyz The real question is why do you need such large textures in a platformer game, or any type of game for that matter.

      Yes, is it perchance a boss type enemy that's exceptionally large? Maybe something else can be done to achieve what you are looking to achieve.

      Most people are playing on 1080P monitors. Meaning if a character is a normal size (about 1/3rd the height of the screen) greater than around 400 pixels will never be visible. In addition, due to the way the GPU needs to resample images if they are not the native size, even if you could load a 10,000 pixel image, it would probably look the same (or worse) that just using say an 800 pixel one, while also killing performance and loading. I'm not sure I understand.