I'm creating USDZ models for viewing in AR Quick Look. One of the diffuse textures in each model is very important and I'd like to preserve as much resolution as possible. I'm seeking clarity on when texture downsampling occurs in AR Quick Look:
Does down sampling occur based solely on device or based on other factors such as current resource usage by other apps?
Is there a texture size that would be guaranteed to work on all devices without down-sampling?
Does ARQL have a down-sampling priority? For example, given multiple diffuse, metallic, normal, and roughness textures, if there are resources for available to have some textures at full resolution, what will be down-sampled?