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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Using ASTC Texture Compression for Game Assets
Sometimes that is accomplished with more RAM but more often it is achieved with native support commpression compressed texture formats. The actual codecs are command-line executables, so can be used for copression processing without the GUI.
Please tell us more about what’s missing: About What is GameWorks?
Unity – Manual: Texture compression formats for platform-specific overrides
ASTC 3D textures are compressed using a fixed block size of bits, as for 2D but with a variable block footprint ranging from 3x3x3 texels up to 6x6x6 texels. It supports from 1 to texturs channels, and it allows the user to control whether certain channels are correlated or not.
How can we deal with these topics? The net result being ASTC handles most types of texture.
ASTC Texture Compression
Textures are often applied to the surface of a mesh to give it visual detail. This is especially true in titles that require a high enough level of graphics hardware such that ASTC is a given.
For developers who want to “get right to it”, consider the general guidance below to try first when targeting the latest GPU hardware. With the ability to zoom and pan simultaneously across all three views, it makes it very easy to review the results of a single compression run. By disabling cookies, some features of the site will not work. This is the default texturs compression format for textures without an alpha channel for Android projects. Please check with the Issue Tracker at issuetracker.
Each of these may be encoded as low or high dynamic range. The following suggestions are based on the ARM “astcenc. They are able compressipn be used with all other textures, including 1D Array Textures. Most compression formats have a fixed size of blocks. In addition, at the end is a more detailed walk through of some real-world compression testing results. PVRTC is the other to offer a smaller variant, with its 2bpp mode.
Views Read View source View history. By contrast, in DXT3 or 5, you would be wasting most of the bits reserved for the alpha block. The overall goal is to assist developers in achieving their desired balance between image quality and texture size.
Using ASTC Texture Compression for Game Assets | NVIDIA Developer
ASTC is a major step forward in terms of image quality, reducing memory bandwidth and thus energy use. Thus, ASTC offers a huge advantage of tuning quality vs size. While these are important elements of an ASTC compressed image, the specific details of correlation are selected on a per-block basis. Correlating channels makes the data smaller, but it also means that there can be a degree of bias, where a particular gradient in a block provides more accuracy to one channel than another.
Please tell us more about what’s missing:. But before you shrink the resolution of your textures, consider modern device screens. Compression Tools The following is a brief selection of tools available on the internet to help developers deal with texture compression. Don’t Forget Screen Size Historically, developers would either target larger desktop screens or smaller mobile screens.
Intel GPUs in Skylake and later processors.
This page was last edited on 26 Marchat Also important to the mobile space is power use. Other Versions Cannot access other versions offline! The gradient used for one channel has no relation to the gradient used for the other.
Block Size Bits Per Pixel 4×4 8. To store an alpha channel in a Texture, use RGBA16 bit compression, which is supported by all hardware vendors.
You can help the OpenGL Wiki by expanding it. In the description below, see the final file size of a in-game Texture of by pixels The smallest unit in a computer image. The biggest issue with ETC2 are complaints about its extremely slow compression tools.
To store alpha information, there is either 1-bit alpha using 1bpp of the encoding spaceor a second 4bpp alpha-only block for high quality alpha encoding. Unity has certain default formats set up for each platform, but in some situations you may want to override the default and pick a different compression format for some of your Textures for example, if you are using a Texture as a mask, with only one channel, you might choose to use the BC4 format to save space while preserving quality.
Of course, the downside is that ASTC is not widely available at present.