Resolution = pixels per block face
Bedrock resolutions are defined by the texture image dimensions.
16x means each block face is a 16×16 px image; 128x uses 128×128 px. That's eight times the linear detail and 64 times the pixel count (16² vs 128²).
This affects three things at once: (1) GPU texture bandwidth per frame, (2) total pack file size (download time, storage), (3) chunk-rendering cost when you push render distance out. So "prettier" and "heavier" are baked into the same dial.16x — vanilla-spec, lightest, the PvP default
Identical resolution to vanilla Bedrock. Lowest GPU cost, holds 60 FPS even on older devices, last-gen iPads, and Nintendo Switch. Pixel boundaries are crisp, making it fast to identify blocks and read enemy silhouettes at a glance.
That "light + readable" combo is why nearly every PvP player runs
16x. It's not about losing on visual fidelity — in PvP, frame rate and the speed at which you can read the screen determine outcomes, and 16x maximizes both.32x — middle ground, good for survival builders
Twice the linear detail of 16x. Wood grain and stone variation get a step more interesting without departing from the vanilla aesthetic. Good for survival players who want "vanilla but a bit nicer" without committing to HD.
Mid-range phones, iPads from the last five years, and average PCs handle this easily. Older Switches start to need shorter render distance. PvP-wise the extra detail can actually hurt — pixel-level reads are less crisp — which is why it's a survival-leaning choice.
64x — HD, for shader pairings
Clearly in HD territory. File sizes inflate sixteen-fold over 16x. Loading times get noticeably longer.
64x only really pays off when paired with Bedrock RTX shaders or packs that include detailed normal / MER maps — without that supporting cast it's just heavier 32x.
Targets PC or high-end mobile. Not recommended for Switch. Not appropriate for PvP — the FPS hit eats the readability benefit, and HD-blurred silhouettes are harder to act on.128x — top-tier, for high-end PC and RTX
Studio-grade detail. Each block face is a 128×128 px image, so one texture eats 64 times the memory of its 16x counterpart. With hundreds of blocks at this density, total pack size lands in the high-hundreds of megabytes.
Only really makes sense paired with deferred shaders / RTX-on on a dedicated GPU. Phones and Switch can't realistically run it. Completely outside the PvP conversation.
Rough platform recommendations
Quick guidelines:
・Nintendo Switch:
16x only. 32x works but you'll trim render distance. 64x+ stutters.
・iPad / iPhone (last 5 years): 16x–32x. 64x needs an iPad Pro / iPhone 15 Pro tier device.
・Mid-range Android phones: 16x–32x. 64x is device-dependent.
・PC (integrated GPU): 16x–32x. 64x gets heavy.
・PC (mid-range dGPU or better): anywhere from 32x to 128x. PvP-specific: 16x still wins.
・RTX setups: 64x–128x, with shader pairing assumed.Why PvP almost always means 16x
Three reasons.
(1) Frame rate: in PvP, input-to-render latency decides fights.
16x minimizes texture bandwidth, letting you push render distance out while holding high FPS.
(2) Reading speed: 16x pixels are bigger, so the eye distinguishes "what is that block / mob" almost instantly. 64x+ adds texture but softens silhouettes, slowing the read.
(3) Pack stackability: PvP players often layer specialized packs (crosshair, sword, HUD). 16x stacks with 16x cleanly. Mixing 16x with 64x in the same scene creates inconsistent visual density that's distracting.Choosing resolution in PackAnvil
The PackAnvil builder exposes a resolution toggle before export:
16x / 32x / 64x / 128x. Default is 16x (PvP-tuned). When you switch, PackAnvil's built-in crosshair / sword / HUD textures upscale to match.
The upscale is nearest-neighbor, preserving pixel boundaries. So 128x looks like "the same 16x silhouette enlarged eight times", not like a smooth HD illustration. That trade-off is intentional — if you want HD-illustrated assets, you'll need to source them separately. For PvP, 16x is the safe choice and rarely needs changing.