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148 points ibobev | 1 comments | | HN request time: 0s | source
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Stevvo ◴[] No.45153352[source]
Any modern engine does this automatically on PNG import, or as part of material/shader setup. You want different formats for different things, e.g AO, normals, bcs different formats have different compression artifacts.
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pimlottc ◴[] No.45153957[source]
How much extra time does it add for startup? For a single texture it’s probably negotiable but for a modern game, we’re talking about thousands of textures, so maybe it adds up?
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midnightclubbed ◴[] No.45154958[source]
If you’re compressing at load-time it can be a lot. You can do a quick and dirty compress to BC1-3 (assuming you are on PC) in a few tens of milliseconds but quality will be suboptimal, higher quality will likely take a few seconds per texture and going to BC6 takes even longer but will look much better.
replies(1): >>45155440 #
Dylan16807 ◴[] No.45155440[source]
> higher quality will likely take a few seconds per texture

It takes that long to do a good compression on the format that interpolates 2 colors for each 4x4 block? Huh.

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1. hrydgard ◴[] No.45157983[source]
BC1-3 are like that, but BC7 is far, far more complex. The search space is huge.