2D Bit Rates. 3D Bit Rates. 4×4 bpp 10×5 bpp 3x3x3 bpp 5x5x4 bpp. 5×4 bpp 10×6 bpp 4x3x3 bpp 5x5x5 bpp. 5×5 . Adaptive Scalable Texture Compression (ASTC) technology developed by Arm and AMD has been adopted as an official extension to both the OpenGL® and. Adaptative Scalable Texture Compression (ASTC) is a new texture com- pression format which is set to take the world by storm. Having been accepted as a new.
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If you know what we should change to make it correct, please tell us:. More than likely, you will pick something in between. The testure was compelling: The available bit rates thus range from 8 bits per texel down to 0.
So this is a new wrinkle to factor in: One of the oldest tools in the compression market, it is no surprise it is still in heavy use today in many projects. You’ve told us there are code samples on this page which don’t work.
And last but not least, it claimed to offer better quality than competitors at the same bitrate. Today, you must think carefully about your market. File size is critical with modern content that can be a gigabyte or more in size.
Using ASTC Texture Compression for Game Assets | NVIDIA Developer
For developers who want to “get right to it”, consider the general guidance below to try first when targeting the latest GPU hardware. So even if you request two wstc channels the compressor may decide that, for certain blocks, the uncorrelated version will result in a better output. It offers both 4 and 2bpp options for greater reduction in size. ASTC is a major step forward in terms of image quality, reducing memory bandwidth and thus energy use.
With BPTC, you pick an image format based on the channel properties: However, the amount of space a block takes up is always bytes. Views Read Edit View history. That is a reasonable approach on desktop platforms, but on mobile devices the transcode can be more costly in compression and battery. So the 4×4 version of ASTC, the smallest block size, takes up 8 bits per pixel, while the 12×12 version takes up only 0. Sometimes that compfession accomplished with more RAM but more often it is achieved with native support for compressed texture formats.
That said, you may find content which “tolerates” highest compression well, or decide textue smaller size is more important than the resulting artifacts.
ASTC Texture Compression
About What is GameWorks? RGB is a color model in which red, green and blue are added together in various ways to reproduce a broad array of colors. This is the default compression comprezsion Textures that have an alpha channel.
Since the dawn of the GPU, developers have been trying to cram bigger and better textures into memory. Then, only do incremental high-quality recompression as assets change maybe only once per day, using “fast” mode otherwise unless you need production quality assets in-engine. But before you shrink the resolution of your textures, consider modern device screens.
Crunch Textures can take a long time to compress, but decompression at run time is very fast.
ASTC can recover those bits, using them for improved color compression quality. You can use ETC1 for Textures that have an alpha channelbut only if the build is for Android and the Textures are placed on an atlas by specifying the packing tag.
You’ve told us this page has a problem. You must evaluate your particular needs, desires, and content.
ASTC is a bit different. Thus the on-the-wire, on-disk and in RAM sizes are all key. True color with alpha. Encoding different assets often requires different color formats.
In the modern desktop computing age, there has classically been one answer to compresdion compression: For each category choose if you want:.