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Description
Document texture creation and best practices.
- Compare and describe when you should use DXT1, DXT5, ATI1N, ATI2N, BC7 and BC6H
- Compare ZSTD, DEFLATE and no compression and when you should use them
a. ZSTD vs DEFLATE performance - Describe the texture formats that you should avoid
a. 3-channel formats like RGB888 incur a significant cost on load because they need to be converted to a 4-channel format like RGBA8888, since they are not supported by DX11. - Describe techniques for optimizing size and quality
a. GPU compression formats (DXT5, BC7, etc.) to reduce VRAM consumption
b. BC7 vs. DXTn/ATIn quality
c. On-disk compression to optimize file size (ZSTD, DEFLATE)
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