I'm having a hard time to understand how to prepare my assets to look sharp on multi-resolution without making lots of copies of the same texture in different sizes.
I'm making a match 3 game where the assets I bought from the asset store are 400x400 (NPOT) and I want to make sure it'll look sharp on all resolutions.
I understand the variables of the formula are Orthographic Size, PPU and the Size of the texture. considering that it means that on S10 where the vertical height of the screen is 1440 and assume I want 10 pieces of my game board to occupy 80% of the screen height 0.8 1440 = 1152 divided by 10 = 115.2px so each board piece size equals 115.2x115.2 px to look crisp. So if my Orthographic size is 5 units (10 vertical units in total) and 80% of 10 is 8 units then I have to fit 8/10 115.2 PPU in order to be good. But then on 1080p I'll have 0.8 * 1080 = 864 / 10 = 86.4px so now I'll get a downscale.
So I have the option of dynamically changing my camera size and/or PPU which feels a little weird because it will also zoom in and out other parts of my game.
If the right way is to make multiple texture sizes then I'm blowing up my package size and it means that I'll have to use asset bundle with lots of variations and download the correct one the first time user is installing the app.
I wonder how big game companies handle this. Is using multiple atlas's is the right way to go? If so, how do I make sure the right atlas is being used by the matching device.