title: LibGDX Texture quality for different devices
body: <p>A lot of different questions were asked around the question <strong>"How to deal with Textures for different devices in Libgdx"</strong>. I would like to summarize information here and ask what is not clear for me still.</p>
  
  <p>Tips for the good quality of Textures:</p>
  
  <ol>
  <li>Forget about the approach to build huge Textures with transparency. RAM will be destroyed on low devices. <a href="https://stackoverflow.com/questions/37050653/libgdx-textures">explanation</a></li>
  <li>Use <a href="https://github.com/libgdx/libgdx/wiki/Viewports" rel="nofollow noreferrer">Viewport</a>. Aspect Ratio for Textures will look the same for each device. <a href="https://github.com/libgdx/libgdx/wiki/Projection,-viewport,-&amp;-camera" rel="nofollow noreferrer">explanation</a></li>
  <li>Avoid raw textures. Apply the <a href="https://libgdx.badlogicgames.com/ci/nightlies/docs/api/com/badlogic/gdx/graphics/Texture.TextureFilter.html" rel="nofollow noreferrer">TextureFilter</a>. <a href="https://www.badlogicgames.com/wordpress/?p=1403" rel="nofollow noreferrer">explanation</a></li>
  <li>Use <a href="https://github.com/libgdx/libgdx/wiki/Managing-your-assets" rel="nofollow noreferrer">AssetManager</a>. It allows you to load, dispose, make screen loading progress in the easiest way. <a href="https://stackoverflow.com/questions/33651323/libgdx-best-way-to-load-all-assets-in-the-game">example</a></li>
  <li>Use different resolutions for different devices. Use <a href="https://libgdx.badlogicgames.com/ci/nightlies/docs/api/com/badlogic/gdx/assets/loaders/resolvers/ResolutionFileResolver.html" rel="nofollow noreferrer">ResolutionFileResolver</a>. It allows Libgdx automatically to choose the most appropriate Texture for each device. <a href="https://stackoverflow.com/questions/19915535/libgdx-resolutionfileresolver-assetmanager-file-names">example</a></li>
  </ol>
  
  <p><em>Note: feel free to add ideas to this list</em></p>
  
  <p>The question is about the last point. Android platform has a huge amount of different phones and tablets. I understand that it <strong>doesn't make</strong> sense to create each Texture for each Resolution.</p>
  
  <ol>
  <li>How many resolutions to cover separately? I suppose to take 3 categories: for lower, middle and high devices. </li>
  <li>If so - how to choose the most appropriate one for each category? </li>
  <li>Are there any cases to use the same Texture somewhere? (small icons, HUD, etc)</li>
  </ol>