![]() ![]() The decompression is implemented directly in hardware and happens transparently on memory access. With hundreds of megabytes of textures this adds up quickly and allows us to improve performance (less memory bandwidth used) and target lower end/older GPUs with less VRAM. The advantage of these compression formats compared to something more common like JPEG is that they can be uploaded to the GPU directly and always stay fully compressed in GPU memory. Each of these have their own use cases and advantages, so higher numbers are not just "better" versions. These are also called BC1/2/3 ("Block Compression") respectively. There are 3 major compression formats defined in the Direct3D 6 standard: DXT1, DXT3 and DXT5. ![]() In this tutorial I want to teach you how to get the best quality out of your textures when compressing them.ĭDS is a container format designed for texture data and can have different amounts of compression applied (including none). ![]()
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