Author Topic: NVIDIA - Using ASTC Texture Compression for Game Assets  (Read 3611 times)

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JeGX

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NVIDIA - Using ASTC Texture Compression for Game Assets
« on: March 26, 2015, 07:46:30 PM »
Quote
In parallel to Khronos defining OpenGL ES 3.0, there was an effort to develop an industry-leading compression format that provided developers with finer grained control. This resulted in the mid-2012 launch of the ASTC texture compression format. The key to ASTC is that while it uses a fixed 128 bits-per-block, each texture can have a different size block fit in those 128 bits, unlike the fixed 4x4 block of prior formats. Leveraging a large variety of square and non-square block sizes, ASTC delivers a wide range of derived compression ratios, scaling from 8bpp down to just under 1bpp.

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Hardware supporting ASTC has achieved sufficient enough market share that developers should seriously consider how to leverage it in their titles: to improve quality, decrease storage size, or both. This is especially true in titles that require a high enough level of graphics hardware such that ASTC is a given.


Link: https://developer.nvidia.com/astc-texture-compression-for-game-assets